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TABLE

Avatar: The Last Airbender, Elemental Classes for


Dungeons and Dragons 4th Edition is a set of custom
classes designed for the 4th edition rule set of Dungeons and Dragons. Made for use with the core books
Players Handbook, Monster Manual, and Dungeon
Masters Guide, available from Wizards of the Coast.
Avatar: The Last Airbender and all related characters
and concepts are owned wholly by Nickolodieon and
Viacom. No copyright infringement intended. This is
just a very comprehensize fan work.
Written by CJ Lewis (ekiatoui@gmail.com), Devin
Green, and Thomas Dahlhauser.
Cover by Alycia Barboza

OF

CONTENTS

Airbender.......................................1
Airbender Paragon Paths..........12
Earthbender................................17
Earthbender Paragon Paths......29
Firebender...................................35
Firebender Paragon Paths........46
Waterbender................................51
Waterbender Paragon Paths.....64
Miscellaneous Paragon Paths..70
Hybrid Classes...........................75
Epic Destinies.............................79
Feats............................................84
Equipment...................................95

AIRBENDER
Stay as a leaf on the wind, passing the wind currents around you.
CLASS TRAITS
Role: Controller. You bend the air itself, conjuring
powerful currents and tornadoes to pacify and disable your opponents.
Source: Elemental. It is said that airbenders first
learned their abilities from the sky bison who, dispite their size, take into the air easily.
Key Abilities: Wisdom, Intelligence, Dexterity.
Armor Proficiencies: Cloth.
Weapon Proficiencies: Simple melee, simple
ranged.
Implement: Ki focuses, weapons with which
youre proficient
Defense Bonus: +1 Reflex, +1 Will.
Hit Points at 1st Level: 10 + Constitution score.
Hit Points for each Level gained: 4.
Healing Surges: 6 + Constitution Modifier.
Trained Skills: Religion (Int). Choose three more
skills at 1st level.
Class Skills: Athletics (Str), Acrobatics (Dex),
Diplomacy (Cha), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int).
Build Options: Hurricane airbender, Zephyr airbender
Class Features: Evasive Currents, Monastic
Training, Quick Step, Airbending
Airbending is a style of bending that relies on the air
around them. You control currents and the winds,
controlling them to blow your enemies away.
Air is the element of freedom. Benders in this art are
often care-free and fun loving, not allowing things in
life to keep them down. Free and able to go where
they please -- thats an airbender, alright. Airbenders learn their art at mountain monastaries, leaving
them with little attachment to worldly possessions
and a strong desire to avoid violence. Many of them
are pacifists, opting to use their power to stop a fight,
rather than win it. Though that doesnt mean Airbending cant be deadly.
Your power lies all around you; take it firmly and take
to the skies.

CREATING

AN

AIRBENDER

Airbenders choose one of two paths when it


comes to their fighting style.

HURRICANE

AIRBENDER

Like a furious storm, you create rampaging bursts


of air about the battlefield. Your power is frightening, appearing as a storm. You dont jive well
with other airbenders, as your style is often seen
as being uselessly and overtly violent. Wisdom
is your primary attack stat, followed by Dexterity.
Intelligence should be your third highest stat, to
help you perform more precise Airbending maneuvers.
Suggested Feat: Harsh Gusts
Suggested Skills: Religion, Athletics, Acrobatics,
Perception
Suggested At-Will Powers: Jet of Air, Wind Path
Suggested Encounter Power: Forceful Push
Suggested Daily Power: Flurry of Blows
ZEPHYR

EVASIVE

FEATURES
CURRENTS

As an airbender, you are constantly projecting currents around your body, lifting you off into air and
away from your enemies. As a immediate reaction,
you may shift 1 square when an enemy misses you
wtih a melee attack. Additionally, if you move at least
two squares before the end of your turn, you gain a

MONASTIC

TRAINING

Choose one style of airbending from below.


Zephyr: Once per round when you make a burst
or blast attack, you may shift one ally within that
burst or blast 1 square before the attack.
Hurricane: Once per round, you may add your
Dexterity modifier damage to one creature you hit.
QUICK

STEP

Youve learned to run alongside the wind itself.


Your base speed increases by 1. Additionally, to
perform a running jump, you only need to move 1
square.

AIRBENDER

POWERS

An airbenders powers are called techniques.


They are powers learned at a monastery or

some other spiritual establishment.

AIRBENDER

A gentle breeze, the cool gust of wind: you embody this. You push your enemies away with a
calm demeanor, trying to end the fight in the most
peaceful way possible. Make Wisdom your highest stat, as that is your attack stat. Make Intelligence your secondary stat to emphasize your
calm tactics. Dexterity should be your tertiary stat
as it will allow you to react quickly and violently, if
necessary.
Suggested Feat: Guiding Winds
Suggested Skills: Religion, Nature, History,
Insight
Suggested At-Will Powers: Air Funnel, Ravenous Gust
Suggested Encounter Power: Sphere of Air
Suggested Daily Power: Tornado Projection

CLASS

bonus of +2 to AC until the end of your next turn.

AIRBENDER OVERVIEW
Characteristics: Airbenders are a spiritual
bunch, concerned with balance and freedom
of ones soul. They are easy going, carefree
and terribly optimistic. They place their spiritual
enlightment above everything else.
Religion: Above all other benders are the
airbenders and their link to religion and spirituality. They use their bending powers as a
gateway to iunlocking their soul to what lies
beyond this life.
Races: Deva make marevlous zephyr airbenders, for both their mental prowess and their
perspective of the universe. Elves make great
hurricane airbenders. Dwarves, halflings, and
githerzai also make great airbenders.

Airbending

Airbender Class Feature


Your studies of the wind and air around you allow you to move it and compress it into a nearly
solid state.
At-Will Elemental
Minor Action
Ranged 2
Effect: You may do any one of the following:
Move a gust of wind
from any location within range to any other
location within range.
Pull air into an area where there is none.
Heat a gust of wind to hot, desertlike conditions or cool it into a Winters breeze.
Mold up to a square foot of your air within
range into any shape until the end of your next
turn.
Special: Nothing you create with this technique
can deal damage, serve as a weapon or tool, or
hinder another creatures action. This technique
cannot duplicate the effect of any other power.
(Of course, DMs discretion.)
LEVEL

Air Funnel

AT WILL

TECHNIQUES

Airbender Attack 1
With a hop and an extension of your arms, you
project a blast of harsh winds.
At-Will Elemental, Implement
Standard Action Close blast 3.
Target: Each creature in blast.
Attack: Wisdom vs. Fortitude.
Hit: 1d6 + Wisdom modifier damage and you
push the target 1 square.
21st Level: 2d6 + Wisdom modifier damage.
Wind Path
Airbender Attack 1
Gesturing forward, a wall of air conjures.
At-Will Elemental, Implement
Standard Action Ranged 10.
Target: One creature.
Attack: Wisdom vs. Reflex.
Hit: 1d6 + Wisdom modifier damage and the
target is slowed until the end of your next turn.
Targets adjacent to the target takes Wisdom
modifier damage.
21st Level: 2d8 + Wisdom modifier damage.

Jet of Air

Airbender Attack 1
Pulling back and pushing forward, you conjure
a rush of air.
At-Will Elemental, Implement
Standard Action Line 3.
Target: Creatures in line.
Attack: Wisdom vs. Reflex.
Hit: 1d8 + Wisdom modifier damage and you
push the target a number of squares equal to
your Dexterity modifier.
21st Level: 2d8 + Wisdom modifier damage.

Ravenous Gust

Airbender Attack 1
Bringing your hand down, a jet of air charges
towards the enemys chest.
At-Will Elemental, Implement
Standard Action Ranged 5.
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 1d6 + Wisdom modifier damage and the
target is knocked prone.
21st Level: 2d6 + Wisdom modifier damage.

Wind Summon

Airbender Attack 1
Visualizing the winds attached to your fingers,
you manipulate it around some enemies.
At-Will Elemental, Implement
Standard Action Area burst 1 within 10.
Target: One creature.
Attack: Wisdom vs. Reflex.
Hit: Wisdom modifier damage and the target
takes a -2 to their next attack roll.
21st Level: 1d6 + Wisdom modifier damage.

LEVEL

ENCOUNTER

TECHNIQUES

Crushing Winds

Airbender Attack 1
A cloud of crushing winds crashes down.
Encounter Elemental, Implement
Standard Action Area burst 1 within 10.
Target: Each creature in burst.
Attack: Wisdom vs. Fortitude.
Hit: 1d8 + Wisdom modifier damage and the
target is knocked prone.

Forceful Push

Airbender Attack 1
With a quick swipe, you push away a foe.
Encounter Elemental, Implement
Standard Action Range 10.
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 1d10 + Wisdom modifier damage and the
target is pushed 1 square and knocked prone.
Hurricane: Push the target a number of
squares equal to your Dexterity modifier.

Sphere of Air

Airbender Attack 1
Crafting a ball of compressed winds, you
smash it against a foe.
Encounter Elemental, Implement
Standard Action Range 5.
Target: One creature.
Attack: Wisdom vs. Reflex.
Hit: 2d6 + Wisdom modifier damage and enemies adjacent to the target takes damage equal
to 1d6 + Intelligence modifier.
Zephyr: The target is immobilized until the end
of your next turn.

LEVEL

DAILY

TECHNIQUES

Eye of the Storm

Airbender Attack 1
Closing your eyes, a storm forms around you,
growing and building power.
Daily Elemental, Implement
Standard Action Close burst 2.
Target: Each enemy in burst.
Attack: Wisdom vs. Fortitude.
Hit: 2d8 + Wisdom modifier damage and the
target is pushed 1 square.
Miss: Half damage and the target is pushed 1
square.

Flurry of Blows

Airbender Attack 1
You deliver a quick set of punches and kicks,
sending air waves towards enemies.
Daily Elemental, Implement
Standard Action Close burst 3.
Target: One, two, or three creatures.
Attack: Wisdom vs. Reflex.
Hit: 2d6 + Wisdom modifier damage.
Hurricane: You gain a bonus to attack and
damage equal to your Dexterity modifier.

LINES AND PATHS


With Avatar 4e, two new areas of effects are introduced: Lines and Paths.
Path: A path is an effect that fills a number
Line: A line is an effect that fills a number
of squares in a line that you guide. The numof squares in front of you in a straight line. The
number next to Line states how many squares ber next to Path states how far the Path can
go. When you use a Path, you denote what
it extends out. To execute a line attack, you
squares it goes into. The only stipulation is that
pick an origin square that is adjacent to your
character.Counting that square, you extend the the path must start in a square next to you and
that it is connected as it travels. A Path 4 could
powers effect in a straight line.
look like this.

Tornado Projection

Airbender Attack 1
You spin a tornado in your hands and lay it
down.
Daily Elemental, Implement
Standard Action Area burst 1 within 10.
Target: Each creature in burst.
Attack: Wisdom vs. Fortitude.
Hit: 2d6 + Wisdom modifier damage and the
target takes a -2 to attack rolls (save ends).
Zephyr: Allies within burst gain a bonus to their
defenses equal to your Intelligence modifier
until the end of your next turn.
LEVEL

UTILITY

TECHNIQUES

Airball

Airbender Utility 2
Shaping a ball of air, you ride it around.
Encounter Elemental
Move Action
Personal.
Effect: Slide your speed + 2.

Air Lasso

Airbender Utility 2
Desperately, you pull an ally away from the fray.
Encounter Elemental
Move Action
Range 10.
Target: One ally.
Effect: Pull the target a number of squares
equal to your Intelligence modifier.

Leaping Burst

Airbender Utility 2
You pulse the wind underneath you, projecting
you up.
Encounter Elemental
Move Action
Personal.
Effect: Jump your speed.
LEVEL

ENCOUNTER

Fierce Vortex

TECHNIQUES

Airbender Attack 3
With a swipe of your hand, you craft a tornado
and launch it off.
Encounter Elemental, Implement
Standard Action Ranged 10.
Target: One creature.
Attack: WIsdom vs. Fortitude.
Hit: 1d10 + Wisdom modifier damage and the
target is pushed 3 squares.
Hurricane: The target is slowed until the end of
your next turn.

Path of Winds

Airbender Attack 3
You will a path of air to snake down the battlefield.
Encounter Elemental, Implement
Standard Action Wall 3 within 10.
Target: Creatures within wall.
Attack: WIsdom vs. Fortitude.
Hit: 2d6 + Wisdom modifier damage and the
target takes a -2 to all attack rolls until the end
of your next turn.

Leaping Tackle

Airbender Attack 3
With a great leap, you plow into the ground in
front of an enemy, knocking them over.
Encounter Elemental, Implement
Standard Action Melee 1.
Target: One creature.
Attack: WIsdom vs. Fortitude.
Hit: 1d10 + Wisdom modifier damage and the
target is knocked prone.
Special: You may use this at the end of a
charge.
Zephyr: Slide your speed after the attack.
LEVEL

DAILY

TECHNIQUES

Cut Through the Air

Airbender Attack 5
Surrounding yourself with a vortex of air, you
dart through the battle, smashing into your
enemies.
Daily Elemental, Implement
Standard Action Personal
Target: Each enemy adjacent during movement.
Attack: Wisdom vs. Reflex.
Hit: 1d6 + Wisdom modifier damage and the
target is pushed 1 square and knocked prone.
Special: Shift your speed and perform the attack against each enemy you are adjacent to
during your movement. You may perform this
attack once per creature.
Gale Blast
Airbender Attack 5
With a great pushing motion you summon a
powerful wind from your open palm.
Daily Elemental, Implement
Standard Action Close blast 3.
Target: Each creature in blast
Attack: Wisdom vs. Fortitude.
Hit: 3d6 + Wisdom modifier damage and the
target is slowed.
Hurricane: The target is instead slowed (save
ends).

Thundering Swipe

Airbender Attack 5
With a wave of your hand, you brush away a
horde.
Daily Elemental, Implement
Standard Action Wall 4 within 15.
Target: Creatures within wall
Attack: Wisdom vs. Reflex.
Hit: 2d8 + Wisdom modifier damage and the
target is pushed 2 squares.
Zephyr: The target is pushed a number of
squares equal to your Intelligence modifier.
LEVEL

UTILITY

TECHNIQUES

Guiding Winds

Airbender Utility 6
As your ally is charged, you gently push him
away.
Encounter Elemental
Immediate Interrupt
Ranged 10.
Trigger: An enemy makes an attack against an
ally within range.
Effect: Shift the ally a number of squares equal
to your Intelligence modifier.

Gravity Walk

Airbender Utility 6
You push air down on yourself, keeping yourself grounded.
Encounter Elemental
Minor Action.
Personal.
Effect: Until the end of your next turn, you
may move vertically, as long you do so on solid
ground.

Monastery Studies

Airbender Utility 6
You recall a bit of knowledge from your studies
from oh-so-long ago.
Encounter Elemental
Minor Action
Personal.
Effect: You gain a +5 to the next Arcana, History, Religion, Streetwise, or Nature check you
make.
LEVEL

ENCOUNTER

Concussive Blast

TECHNIQUES

Airbender Attack 7
WIth a forceful push, your enemies swear
theyve been hit with the force of a hammer.
Encounter Elemental, Implement
Standard Action Close blast 3.
Target: Each creature in blast.
Attack: WIsdom vs. Reflex.
Hit: 1d10 + Wisdom modifier damage and the
target is dazed until the end of your next turn.

Straight Currents

Airbender Attack 7
You project a line of pure aerodynamic force.
Encounter Elemental, Implement
Standard Action Path 3.
Target: Each creature in path.
Attack: Wisdom vs. Reflex.
Hit: 2d8 + Wisdom modifier damage.
Hurricane: You may change the range of this
attack from Path 3 to Range 5. If you choose to
do this, this attack does 3d8 + Wisdom modifier
damage instead of just 2d8.
Whip of Air
Airbender Attack 7
Winding a thread of air, you crack it against a
foe.
Encounter Elemental, Implement
Standard Action Ranged 10.
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 2d10 + Wisdom modifier damage and the
target is pushed 3 squares.
Zephyr: The target is knocked prone at the end
of the push.

LEVEL

DAILY

TECHNIQUES

Air Pelt

Airbender Attack 9
With a tightly compressed bullet of air, you
knock a foe senseless.
Daily Elemental, Implement
Standard Action Ranged 10.
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 3d10 + Wisdom modifier damage and the
target is knocked prone and immobilized (save
ends).
Miss: Half damage and the target is knocked
prone and immobilized until the end of your
next turn.
Hurricane: The target grants combat advantage (save ends).

Mighty Lungs

Airbender Attack 9
Taking in a storm of breath, you blast foes up
and about.
Daily Elemental, Implement
Standard Action Close blast 3.
Target: Each creature in blast.
Attack: Wisdom vs. Fortitude.
Hit: 2d10 + Wisdom modifier damage and the
target is slid 3 squares.
Zephyr: The target is knocked prone at the end
of the push.

Controlling Winds

Airbender Attack 9
A sudden storm around you foes wraps around
their legs and moves them.
Daily Elemental, Implement
Standard Action Area burst 1 within 10.
Target: Each creature in burst.
Attack: Wisdom vs. Fortitude.
Hit: You may use their move action for them
(save ends).
Miss: The target is knocked prone.
Zephyr: When you move an enemy, as a free
action, one ally within 5 squares may shift 1.
LEVEL

10

UTILITY

TECHNIQUES

Shielding Winds

Airbender Utility 10
You power the winds around you, shielding
yourself from those that would harm you.
Encounter Elemental
Minor Action
Personal.
Effect: You gain a +2 power bonus to all defenses until the end of your next turn.

Quick on Your Feet

Airbender Utility 10
Sometimes, youve just got to get away.
Encounter Elemental
Minor Action
Personal.
Effect: You shift two squares.

Windy Walkway

Airbender Utility 10
As your friend falls, you summon winds to carry
him to safety.
Daily Elemental
Immediate Reaction
Ranged 10.
Trigger: An ally falls.
Effect: The ally can treat otherwise empty
squares as solid ground until the end of their
next turn. They move horizontally or downward
as if there were steps. If the ally is still in the
air when the effect ends, they float safely to the
ground.
LEVEL

13

Aurora Wall

ENCOUNTER

TECHNIQUES

Airbender Attack 13
You guide your hand and a wall of air rises.
Encounter Elemental, Implement
Standard Action Wall 4 within 10 squares.
Target: Each creature within wall.
Attack: Wisdom vs. Reflex.
Hit: 3d6 + Wisdom modifier damage and the
target is pushed 3 squares.

Leap Frog

Airbender Attack 13
A torrent of wind crushes an opponent and you
use it to jump.
Encounter Elemental, Implement
Standard Action Close burst 1
Target: One creature within burst.
Attack: Wisdom vs. Fortitude.
Hit: 1d10 + Wisdom modifier damage. The
target is knocked prone and you may jump your
speed.
Effect: For each creature knocked prone from
this attack, you may shift 1 square after you
jump.
Hurricane: You may jump your speed + your
Dexterity modifier.

Pathfinder

Airbender Attack 13
You carve your way through the fray.
Encounter Elemental, Implement
Standard Action Line 4
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Hit: 2d8 + Wisdom modifier damage and you
may shift your speed to a square adjacent to a
target hit by this power.
Zephyr: The range of this attack is instead
Path 4 instead of Line 4.

LEVEL

15

DAILY

TECHNIQUES

Air Funnel

Airbender Attack 15
Thinking fast, you whip your enemies projectile
around.
Daily Elemental, Implement
Standard Action Ranged 10
Trigger: An enemy misses you with a ranged
attack
Target: The triggering enemy
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier damage.
Special: This attack retains the non-damage
effects of the attack that missed i.e. status effects, forced movement and the like.
Zephyr: You may target a creature other than
the triggering enemy. Additionally, you may shift
your speed before or after the attack.

Gale Force Push

Airbender Attack 15
With a spin and a push you hurl powerful and
yet precise winds at your opponent.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: The target is lifted 3 squares into the air
and is prone and immobilized (save ends).
They take a -2 to saving throw against this effect.
Aftereffect: The target falls and takes 3d10
and is knocked prone.
Miss: 1d10 damage + Wisdom modifier damage and the target is knocked prone.

Pinpoint Cyclone

Airbender Attack 15
You bring a powerful, if small, cyclone into existence on your enemies.
Daily Elemental, Implement
Standard Action Wall 3 within 10 squares
Target: Each creature within wall.
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage and
the target is slid up to 2 squares and knocked
prone.
Hurricane: You may change this powers range
to Path 5.
Special: You may have the target end this
movement in a space occupied by a creature.
If you do, deal 1d8 to both creatures and push
the creature that was in this space 1 square.
LEVEL

16

UTILITY

TECHNIQUES

Freedom of the Wind Airbender Utility 16


Your kinship with your element allows you to
resist impediment.
Encounter Elemental
Free Action
Personal
Trigger: You are hit by an attack.
Effect: You may immediately end the effect of
being Slowed, Restrained or Immobilized. In
addition, you gain a +2 bonus to your speed
until the end of your next turn.

Wall Running

Airbender Utility 16
Using forceful winds you simulate the effects of
gravity, allowing for some very surprising movement.
At-Will Elemental
Move Action
Personal
Effect: You move your speed. You may move
over vertical surfaces as if they were horizontal
during this movement as long as you end your
movement on a flat surface.
Winds of Chance
Airbender Utility 16
By subtly changing wind currents you push
your enemies attack away from you and into an
enemy, throwing it off guard.
Daily Elemental
Immediate Interrupt
Personal
Trigger: You are hit by an attack.
Effect: The attack misses. Choose a creature
within range of the attack you negated. That
creature grants combat advantage to the next
creature to attack it before the end of your next
turn.
LEVEL

17

ENCOUNTER

TECHNIQUES

Air Slice

Airbender Attack 17
You asail your opponents with air currents so
fast and so thin that they actually cut into their
flesh.
Encounter Elemental, Implement
Standard Action Line 5
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Hit: 3d6 + Wisdom modifier damage and the
target takes 5 ongoing force damage (save
ends).

Concentrated Twister Airbender Attack 17

Using complicated fingerwork, you conjure a


huge tornado and then shrink it to a controllable
size.
Encounter Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 3d8 + Wisdom modifier damage, and the
target is pushed 3 squares and slowed until the
end of your next turn. Any enemies adjacent
to the target at the end of the movement are
slowed until the end of your next turn.
Hurricane: The target is slowed (save ends).

Vacuum Burst

Airbender Attack 17
You pull all of the air surrounding you closer,
creating a vacuum.
Encounter Elemental, Implement
Standard Action Close burst 3
Target: Each enemy within burst.
Attack: Wisdom vs. Fortitude.
Hit: 2d10 + Wisdom modifier damage. Make a
secondary attack.
Secondary Target: Each enemy within a close
burst 1.
Secondary Attack: Wisdom vs. Fortitude.
Secondary Hit: 1d10 + Wisdom modifier damage.
Zephyr: Any ally within the burst may shift 2
squares as a free action.
LEVEL

19

DAILY

TECHNIQUES

Hurricane Drop

Airbender Attack 19
You rocket into the air and then drop on top
of your opponents.
Daily Elemental, Implement
Standard Action Close burst 2
Special: Before making this attack, you may
teleport your speed.
Target: Creatures within burst
Attack: Wisdom vs. Reflex
Hit: 5d6 + Wisdom modifier damage and the
target is knocked prone.
Miss: Half damage.
Hurricane: The target is pushed 2 squares.

Pressing Matters

Airbender Attack 19
You rocket into the air and then drop on top
of your opponents.
Daily Elemental, Implement, Force
Standard Action Area burst 2 within 10
Target: Each creature within burst.
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier force damage and
the target is knocked prone and immobilized
(save ends).
Aftereffect: The target is slowed (save ends).
Miss: Half damage and the target is slowed
until the end of your next turn.
Zephyr: Allies within the burst may shift a number of squares equal to your Charisma modifier
before the attack is resolved.

Tornado Palm

Airbender Attack 19
With a touch you hurl an enemy away from you.
They wont be getting back up.
Daily Elemental, Implement, Force
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d10 + Wisdom modifier damage and the
target is pushed 8 squares and dazed (save
ends).
Miss: Half damage and the target is pushed 4
squares.

LEVEL

22

UTILITY

TECHNIQUES

Airbounce

Airbender Utility 22
With the wind at your back, you can leap
across an entire battlefield.
Daily Elemental, Stance
Free Action
Ranged 10
Trigger: You or an ally makes a jump
Effect: The target gains a +5 bonus to the Athletics check to jump, is treated as having a running
start, does not have to jump in a straight line, and
can exceed their movement with the jump.

Gust of Wind

Airbender Utility 22
With a flick of the wrist, you blow your enemies
around the field.
Daily Elemental, Stance
Minor Action
Personal
Effect: Until the stance ends, whenever you
shift, you slide one enemy a number of squares
equal to the number of squares you shifted.

Updraft

Airbender Utility 22
You pick your enemies slightly off the ground,
forcing them to stop moving.
Daily Elemental, Zone
Minor Action
Close burst 3
Effect: All enemies in the burst are Immobilized
(save ends). In addition, whenever they are hit
by an attack while still immobilized, the creature that hit them may push them a number of
squares equal to your Dexterity modifier.

LEVEL

23

ENCOUNTER

TECHNIQUES

Storm Push

Airbender Attack 23
Airbending can create strong winds or precise
winds, but only a few talented Airbenders can
do both at the same time.
Encounter Elemental, Implement
Standard Action Ranged 20
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier damage and you
may slide the target 3 squares.
Hurricane: The target grants combat advantage to you and all of your allies until the end of
your next turn.

Windclone

Airbender Attack 23
As you charge at your opponent you create a
body double of directed air currents and hurl it
at your opponent.
Encounter Elemental, Implement
Standard Action Ranged 5
Target: One creature
Attack: Wisdom +2 vs. Reflex
Hit: 3d8 + Wisdom modifier damage and the
target grants combat advantage (save ends).
Effect: While the target grants combat advantage, they take a -5 penalty to attack rolls
against you.

Zephyr Sweep

Airbender Attack 23
The battlefield is a mess, its time to wipe it
clean.
Encounter Elemental, Implement
Standard Action Area burst 5 within 10.
Target: Each enemy within burst.
Attack: Wisdom vs. Fortitude.
Hit: 1d10 + Wisdom modifier damage and you
push the target 3 squares. The target is slowed
until the end of your next turn.
Zephyr: Slide creatures within the blast 3
squares instead of pushing them.

10

LEVEL

25

DAILY

TECHNIQUES

Grasping Winds

Airbender Attack 25
The winds you summon seem to grasp onto
your targets and pull them to you.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One, two or three creatures
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier damage and the target is
pulled 3 squares and grasped by a current (save ends).
Creatures grasped by a current take a -4 penalt to their
AC and Reflex and is pulled 2 squares per current
when they are hit by one of your attacks.
Zephyr: A creature with an air current grants
combat advantage to one ally. As a free action,
you may designate a different ally for the target
to grant combat advantage to.

Scything Sprint

Airbender Attack 25
As you run across the battlefield, you send out
razor thin ribbons of air towards your foes.
Daily Elemental, Implement
Standard Action Melee touch
Effect: Shift your speed +2, and make the following attack at any 3 points during this movement.
Target: One creature.
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier damage, and the
target is slowed (save ends).
Miss: Half damage and the target is slowed
until the end of your next turn.
Wind Tunnel
Airbender Attack 25
By moving winds around the battlefield you create
a temporary, but intense, mini-weather system.
Daily Elemental, Implement, Zone
Standard Action Path 6
Target: Creatures in path
Attack: Wisdom vs. Fortitude
Hit: 4d10 + Wisdom modifier damage.
Effect: You create a zone of forceful winds within
the area affected that lasts until the end of your next
turn. Any time a creature enters a square within the
zone, you may shift that creature 1 square. The zone
moves with you, you may rearrange it as a minor
action.
Hurricane: Whenever you shift a creature because of your zone, you may deal your Dexterity
modifier in damage to it.
Sustain minor. The zone persists until the end
of your next turn.

LEVEL

27

ENCOUNTER

TECHNIQUES

Blocking Winds

Airbender Attack 27
With a giant sweep of your arm, a wall of hurricane winds emerges.
Encounter Elemental, Implement
Standard Action Wall 5 within 10
Target: Each creature within wall.
Attack: Wisdom vs. Reflex.
Hit: 2d10 + Wisdom modifier damage and the
target is slid 3 squares.
Hurricane: Until the end of your next turn, the
wall blocks line of sight and effect for enemies.
Eye of the Storm
Airbender Attack 27
You stand in the calm center of your own whirlwind of destruction.
Encounter Elemental, Implement
Standard Action Close burst 2
Target: Each creature within burst.
Attack: Wisdom vs. Fortitude
Hit: 3d8 + Wisdom modifier damage, and one target is knocked prone and dazed until the end of your
next turn. All other targets are pushed 3 squares.
Sustain Standard: Repeat the attack, reducing
the burst by 1.
Zephyr: This attack begins as a close burst 3.

Gale Lash

Airbender Attack 27
You stand in the calm center of your own whirlwind of destruction.
Encounter Elemental, Implement
Standard Action Close blast 3
Target: Each creature in blast.
Attack: Wisdom vs. Reflex.
Hit: 3d12 + Wisdom modifier damage and the
target is slowed (save ends).
LEVEL

29

DAILY

Hurricane Missile

TECHNIQUES

Airbender Attack 29
This attack is powerful, but its importance is
not in its strength as much as its precision.
Daily Elemental, Implement
Standard Action Ranged line of sight
Target: Each enemy within sight.
Attack: Wisdom vs. Reflex
Hit: 4d10 + Wisdom modifier damage and the
target is slowed (save ends), and take a -2 penalty to saving throws to end this condition.
Miss: Half damage. The target is slowed (save
ends).
Effect: Increase the range of all of your Airbender At-Will attack powers by 5 until the end
of the encounter.

Hurricane of a Million Winds

Airbender
Attack 29
You slowly build up a hurricane powerful
enough to level cities and civilizations.
Daily Elemental, Implement
Standard Action Close burst 4
Target: Each creature within burst.
Attack: Wisdom vs. Fortitude
Hit: 6d6 + Wisdom modifier damage and the
target is slid 5 squares and takes ongoing 15
damage (save ends).
Miss: Half damage and the target is slid 5 squares
and takes ongoing 5 damage (save ends).
Effect: Until the end of the encounter, you may
slide the target 5 squares as a minor action on
your turn.
Hurricane: The target grants combat advantage until the end of the encounter.

Relentless Vaccum

Airbender Attack 29
You remove the air from your opponents throat,
not allowing them to breathe.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 5d6 + Wisdom modifier damage, and the
target is weakened (save ends), and takes a -5
penalty to saving throws against this power.
First Failed Save: The target is dazed and
weakened (Save ends both).
Second Failed Save: The target is stunned
and weakened (save ends both).
Third Failed Save: The target is unconscious
(save ends).
Miss: Half damage and the target is weakened
(save ends).

11

PARAGON
AERIAL

PATHS

ACROBAT

I am a leaf on the wind, watch me soar.


Prerequisites: Airbender
You ride the wind effortlessly. You focus on freedom of movement, never staying in one place
for too long. Gravity holds no meaning to you
when you are carried up and around. Airbending
doesnt mean just blasting enemies and manipulation. Its also a means of propulsion and you
best personify this.
AERIAL

ACROBAT

PATH

FEATURES


Leaping Action (11th Level): When you
spend an action point, you may fly your speed as
a free action until the end of your next turn.

Leaps and Bounds (11th Level): You
gain a +3 bonus to Acrobatics checks and, once
per encounter, you may make an Acrobatics
check as a free action.

Forced Acrobatics (16th Level): When
you are slid, pushed or pulled you gain a +2 bonus to your speed until the end of your next turn.
AERIAL

ACROBAT

Flash Entrance

TECHNIQUES

Aerial Acrobat Attack 10


After a long jump, you land on the ground,
blasting air at all sides.
Encounter Elemental, Implement
Standard Action Close burst 1
Target: Each creature within burst.
Attack: Wisdom vs. Fortitude.
Hit: 3d6 + Wisdom modifier damage and the
target is pushed 2 squares.
Special: You may fly your speed before this
attack.
Gentle Fall
Aerial Acrobat Utility 12
You find yourself plummeting down, further and
further. Good to know this Airbending stuff then.
Encounter Elemental
Immediate Reaction
Personal
Trigger: You fall.
Effect: You land safely.

12

Freefall Touch

Aerial Acrobat Attack 20


You choose one target to hurl into the air, using
it as a ballistic weapon against a score of foes.
Daily Elemental, Implement
Standard Action Melee touch or range 10
Target: One creature.
Attack: Wisdom vs. Fortitude
Hit: 2d10 and the target is teleported 6
squares. Make a secondary attack
Secondary Target: Each creature adjacent to the target after the teleportation.
Secondary Attack: Wisdom vs. Reflex
Secondary Hit: Wisdom modifier damage and the target is knocked prone and
pushed three squares.
Miss: Half damage and the target is teleported
3 squares.

AIR

TEMPLE

MONK

Attachment to worldly concerns is nothing when


compared to the utter bliss of perfect freedom.
Prerequisites: Airbender
Airbending is an artform that requires a strong,
honest and, most importantly free spirit to learn.
The path of properly studying airbending is done
in a monastary amongst the original Airbenders,
the Air Bison. Unlike the monastaries to be found
on the ground, you have learned the value of
humor and fun and are a source of great joy to
the world.
AIR

TEMPLE

MONK

PATH

FEATURES


Take Off Action (11th Level): When you
spend an action point you may shift 3 squares,
choose one target adjacent to you at either the
beginning or the end of this movement, they are
knocked prone.

Enlightenment (11th Level): You gain a
+3 class bonus to Acrobatics, Insight and Religion checks.

Monks Will (16th Level): Your mind is
as strong and wild as the wind itself. You gain a
+2 bonus to your will defense and resist psychic
equal to your Intelligence modifier + half your
level.

AIR

TEMPLE

MONK

TECHNIQUES

Take Off Dodge Air Temple Monk Attack 10

You are not just hard to hit, you punish those


who attempt it.
Encounter Elemental, Implement
Immediate Interrupt
Close burst 1
Trigger: You are attacked.
Target: Creatures within burst.
Attack: Wisdom vs. Fortitude.
Hit: 1d6 + Wisdom modifier damage and the
target is pushed 1 square and knocked prone.
Effect: You may shift 3 squares.
Stillness of Mind Air Temple Monk Utility 12
You meditate for a moment and prepare to
launch an attack.
Daily Elemental
Move Action Personal
Effect: You end one effect that a save can end.
Eye of the Storm Air Temple Monk Daily 20
You stand at the eye of a gale you control, at
peace in the center of a storm.
Daily Elemental, Implement
Standard Action Close blast 3
Target: Enemies within blast.
Attack: Wisdom vs. Fortitude.
Hit: 4d6 + Wisdom modifier damage and the
target is pushed 2 squares and takes ongoing 5
damage (save ends).

SOUNDBENDER
I can manipulate the sound of the night into a
bellowing monstrosity. I can make a dragons
flight into the slight swishing of a winged lemurs
wings!
Prerequisites: Airbender
You discovered through experimentation that you
can use your airbending abilities to change the
pitch, volume, or the very essence of sound itself.
You can use it to mute someones actions or exaggerate it into be extremely loud.
SOUNDBENDER

PATH

FEATURES


Perfect Pitch (11th Level): While you are
within 5 squares of an enemy that suffers from
the deafened or dazed effects, they take a -2
penalty to saving throws against that effect.


Deafening Action (11th Level): each
creature adjacent to you is deafened. You may
daze adjacent creatures instead of taking another
action.

Muffled Steps, Better Eats (16th Level):
You gain a +3 class bonus to Stealth and Perception. Allies within 5 squares of you also gain a +2
bonus to Stealth.
SOUNDBENDER

TECHNIQUES

Sonic Boom

Soundbender Attack 10
As you speed past, the sound barrier is shattered in your wake.
Encounter Elemental, Implement, Thunder
Standard Action Close burst 1
Target: Creatures within burst.
Attack: Wisdom vs. Will.
Hit: 2d6 + Wisdom modifier damage and the
target is dazed until the end of your next turn.
Effect: The target is deafened (save ends).
Special: You may shift your speed before the
attack.

Sound Funnel

Soundbender Utility 12
You meditate for a moment and prepare to
launch an attack.
Encounter Elemental
Minor Action
Close burst 5
Target: Each ally within range.
Effect: The target gets a +5 power bonus to
Perception checks until the end of your next
turn.
Bellowing Burst
Soundbender Daily 20
You lower the pitch and amplify your voice.
Daily Elemental, Implement, Thunder
Standard Action Close blast 5
Target: Each creature in burst.
Attack: Wisdom vs. Fortitude
Hit: 3d10 + Wisdom modifier damage and the
target is deafened and dazed (save ends both).
Miss: Half damage and the target is deafened
(save ends).

TYPHOONIST
Gentle winds make no impact on the land. The
ferocity of the storm can level kingdoms and instill
fear!
Prerequisites: Airbender

13

The calm mind and philosophy of mainstream


airbending does not and never will appeal to you.
Airbending can be as fierce and as destructive as
firebending. You are natures wrath and retribution and a precursor to a coming storm.
TYPHOONIST

PATH

FEATURES

TYPHOONIST

TECHNIQUES


Fierce Winds (11th Level): Once per
round when you push, pull, or slide a creature as a
result of an Airbender or Typhoonist attack power,
you may knock them prone with a move action.

Strong Current Action (11th Level):
When you spend an action point to take an extra
action, you may push every creature within two
squares of you 1 square.

Reactive Movement (16th Level): When
you are pushed or slid, you may shift 3 square
after the movement is complete.

Distant Cyclone

Typhoonist Attack 10
You conjure a small tornado on an oncoming
group of enemies.
Encounter Elemental, Implement
Standard Action Area burst 1 within 10

squares.
Target: Each creature within burst.
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier damage and the
target is slid 3 squares.

Tornado Platform

Typhoonist Utility 12
You conjure a small tornado to lift you up and
about.
Daily Elemental
Move Action
Personal
Effect: You have a fly speed equal to your land
speed (hover 2) until the end of your next turn.
Sustain Minor: The effect lasts until the end of
your next turn.

14

Foreboding Storms

Typhoonist Attack 20
Only a low rumble hints towards what youre
about to do.
Daily Elemental, Implement
Standard Action Area burst 3 within 10
squares.
Target: Each creature within burst.
Attack: Wisdom vs. Fortitude
Hit: 4d8 + Wisdom modifier damage and the
target is knocked prone and slid 3 squares.
Miss: Half damage and the target is knocked
prone.
Special: You may delay this attack and use it
as an immediate interrupt with a trigger of your
choice. If you do, you gain a +2 bonus to the
attack. If the trigger doesnt happen before the
end of your next turn, the power is wasted.

WINDSTAFF

GLIDER

Why bother even touching the ground, this world


is so much bigger than that.
Prerequisites: AIrbender
You are practiced with the Air Nomads Windstaff
and have learned to fly with it. There is nothing
beyond your reach, its all within the grasp of the
winds. But that doesnt mean you have forgotten
the affairs of the grounded, you are adept at taking them by surprise. Airbending is about freedom
of spirit, and for you not even the sky is the limit!
WINDSTAFF

GLIDER

PATH

FEATURES


Gliderstaff (11th Level): You are always
ready to fight the effects of gravity. Anytime you
would fall you may treat the fall as being 6
squares shorter.

Lemurs Leap (11th Level): When you
would shift, you instead fly the same distance.
In addition, once per encounter you may fly 2
squares as a minor action.

Ride the Winds (16th Level): You gain a
fly speed equal to your land speed.

WINDSTAFF

GLIDER

TECHNIQUES

Falcons Dive

Windstaff Glider Attack 10


You take off from the ground and then fly into
your opponent with the force of a hurricane.
Encounter Elemental, Implement
Standard Action Melee 1
Special: You may fly your speed before making
this attack.
Target: One creature.
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage and the
target is pushed 3 squares.
Effect: The target is knocked prone.

Ride the Thermals

Windstaff Glider

Utility 12
You pull the wind up underneath you and hover
for a moment.
Daily Elemental
Move Action
Personal
Effect: You may hover until the end of your
next turn.
Sustain Minor: The effect persists.

Surf the Gale

Windstaff Glider Attack 20


With incredibly precise movement you stand up
on top of your staff leaving your hands free as
you ride it through the ranks of your enemies.
Daily Elemental, Implement
Standard Action Melee 1
Special: You may fly your speed without provoking attacks of opportunity and make the following attack up to twice during that movement.
Target: One creature
Attack: Wisdom vs. AC
Hit: 2d8 + Wisdom modifier damage and the
target is pushed 2 squares, knocked prone and
dazed (save ends).

WINDRUNNER
The wind is always at my back.
Prerequisites: Airbender
You can fly, thats true, but you prefer to stay
on the ground and simply move at tremendous
speeds. No one can catch you, you are nearly
untouchable. Because of your speed you are
more comfortable fighting close up to enemies
than other Airbenders.

WINDRUNNER

PATH

FEATURES

WINDRUNNER

TECHNIQUES


Winding Current (11th Level): You dont
need to take the most effecient path in order to
count as charging. You must still move at least 2
squares before hand.

Winds Protection (11th Level): The attack penalty from running only lasts until the end
of the turn in which you ran.

Windwalker (11th Level): Increase your
base speed by 2.

Mercurial Slam

Windrunner Attack 10
You move with blinding speed and ram yourself
into an opponent.
Encounter Elemental, Implement
Standard Action Melee 1
Target: One creature.
Attack: Wisdom vs. AC
Hit: 3d10 + Wisdom modifier damage and the
target is dazed until the end of your next turn
and pushed 3 squares. You are dazed until the
end of your next turn and you are pushed 3 squares
directly away from the target.
Special: You may use this attack as part of a
charge.

Quick as Lightning

Windrunner Utility 12
You move faster than the eye can see.
Daily Elemental
Immediate Reaction
Personal
Trigger: You are hit by a melee attack.
Effect: You shift 4 squares.

Hurricane Kick

Windrunner Attack 20
You bring new meaning to the term flying kick.
Daily Elemental, Implement
Standard Action Close burst 2
Target: One creature in burst.
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier damage and the target
is pushed 3 squares, knocked prone and stunned.
Effect: Make the secondary attack.
Special: You may use this attack as part of a
charge.
Secondary Target: Creatures other
than the primary target in burst.
Attack: Wisdom vs. AC
Hit: Wisdom modifier damage and the
target is pushed 3 squares and knocked prone.

15

WINDSWORDSMAN

Surging Technique

It takes great skill to conjure a razor sharp blade


out of thin air.
Prerequisites: Airbender, proficiency with
longswords
Youve learned to create tools and weapons out
of the very wind you bend and control. By this
time, though, youve trained with your windsword,
an extension of your airbending that takes the
form of a blade.
WINDSWORDSMAN

PATH

FEATURES

WINDSWORDSMAN

TECHNIQUES


Windsword (11th Level): You gain the
use of a windsword. It can be summoned and dismissed as a free action. Otherwise, it is exactly
like a longsword. Additionally, when you make
a basic melee attack with the windsword, you
may use your Wisdom modifier instead of your
Strength modifier.

Swordsmans Action (11th Level): When
you spend an action point to take an extra action, you gain reach with your windsword until the
end of your next turn.

Guided by the Winds (16th Level): When
you hit a creature with your windsword, you may
push them one square.

Hail of Blades

Windswordsman Attack 10
You turn quickly, producing a small cyclone of
slashes and stabs.
Encounter Elemental, Weapon
Standard Action Close burst 1
Target: Each creature within burst.
Attack: Wisdom vs. AC.
Hit: 1[W] + Wisdom modifier damage and the
target is knocked prone.

16

Windswordsman

Utility 12
You put that extra oomph in your abilities.
Encounter Elemental
Minor Action
Personal
Effect: Your windswords damage is increased
from 1d8 to 1d10 until the end of your next turn.

Forceful Parry WIndswordsman Attack 20

Nimbly dodging his attack, you duck under and


reciprocate with your own attack.
Daily Elemental, Weapon
Immediate Reaction
Melee weapon
Trigger: When you are missed by a melee attack.
Target: The triggering creature.
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier damage and the
target is dazed (save ends).
Miss: Half damage and the target is dazed until
the end of your next turn.

EARTHBENDER
Know when to strike. Patiently wait for an opening
in your enemies defense and attack them head on
with the ground beneath them.
CLASS TRAITS
Role: Defender. Using your amazing abilities, you
can mold and shape the earth around you to shield
and protect your allies.
Source: Elemental. The first earthbenders learned
their powers from creatures called badgermoles
tunnel through the ground by molding the stone
and earth around them.
Key Abilities: Constitution, Wisdom, Strength.
Armor Proficiencies: Cloth, Leather, Hide.
Weapon Proficiencies: Simple melee, simple
ranged, military melee.
Implement: Ki focuses, weapons with which
youre proficient.
Defense Bonus: +2 Fortitude.
Hit Points at 1st Level: 15 + Constitution.
Hit Points for each Level gained: 6.
Healing Surges: 8 + Constitution Modifier.
Skills: Insight (Wis). Choose two more skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con),
Dungeoneering (Wis), Insight (Wis), Nature (Wis).
Build Options: Shaping earthbender, quaking
bender.
Class Features: Watchful Ally, Earthbender Resilience, Neutral Jing, Earthbending
Earthbending is an ancient art form concerned with
molding and manipulating the earth itself. Earthbenders use their skills to shield themselves and their
allies. Like the element of earth itself, earthbenders
are almost universally proud, enduring, durable and,
above all, obstinate and stubborn.
The key to Earthbending is neutral jing, which involves
waiting and listening for the right moment to strike,
and when that moment comes, acting decisively.
Take a strong stance, focus inward, and shape the
earth to your will. Protect your allies against the dangers that seek to snuff you out. Most of all, stand your
ground, for neither you, nor the earth around you will
bend to anything other than your will.

17

CREATING

AN

EARTHBENDER

Earthbenders can fall into two categories when it


comes to their offensive capabilities.
SHAPING

EARTHBENDER

You run the earth up and over your body, constructing a suit of armor, a deadly gauntlet, or otherwise some extension of your own body. Shaping earthbenders fortify their own defenses and
wade into the battle, becoming a literal mountain
in the frontline of battle. Make Constitution your
highest stat, as that is the primary stat for all
earthbenders. Make Strength your secondary
stat, as you need the physical strength to lift the
amount of earth completely covering your body.
Make Wisdom your third highest stat, as all earthbenders need a calm, resolute mind.
Suggested Feat: Distant Defender
Suggested Skills: Insight, Endurance, Dungeoneering
Suggested At-Will Powers: Grounded Fist, Fortifying Strike
Suggested Encounter Power: Winding Grasp
Suggested Daily Power: Ground Plate Armor
QUAKING

EARTHBENDER

You like to keep your distance, forcing your enemies to sink or swim sometimes literally. You
raise a hand and the earth crumbles at your signal. Keeping a strong, almost meditative stance,
the earth barbs up and pierces the hordes of
enemies. Youll protect your allies: youll just
have the earth itself do it for you. Constitution is
your most important stat. Wisdom allows you to
perceive and wait for the best time to strike your
foes, so make that your secondary. Strength is
your tertiary as youll occasionally have to wade
into battle.
Suggested Feat: Headstrong
Suggested Skills: Athletics, Insight, Nature.
Suggested At-Will Powers: Propelling Stone,
Shattering Rock
Suggested Encounter Power: Fissure Path
Suggested Daily Power: Seismic Wave

18

CLASS
WATCHFUL

FEATURES
ALLY

As an earthbender, youre not interested in direct


confrontations with your enemies. Your job as a
member of your group is protect your allies and
above all, thats what youll do.
As a minor action, you may designate yourself
or an ally within 5 squares (this increases to 10
squares at 11th level, and 15 squares at 21st
level) as your watched ally. until the end of your
next turn. Watched allies gain a +2 power bonus
to their defenses. In addition, you gain the powers shifting ground and earthen shield and can
use these powers in relation to your watched ally.
They are considered watched until the end of
your next turn.
EARTHBENDER

RESILIENCE

Choose one of the benefits below.


Shaper: You can use your Strength modifier in
place of your Dexterity or Intelligence modifer
when determining AC.
Quaking: You can use your Wisdom modifier in
place of your Dexterity or Intelligence modifier
when determining AC.
EARTHBENDER OVERVIEW
Characteristics: Earthbenders are much like
their chosen element: strong, proud, and ever
enduring to lifes challenges. Neither rash or
reluctant, earthbenders practice neutral jing,
which teach them to wait patiently and strike effectively. Because of this, they are often seen as
wise and thoughtful.
Religion: Within the earthbender society, the
concept of religion is rare. More or less, the
earthbenders have a respect to the earth itself,
constantly thankful for its strength.
Races: Dwarves and goliaths are almost the goto races for earthbenders. Their connections to
the earth and their natural affinity almost guarantee a very successful career in earthbending. Other hardy races, such as half-elves and
dragonborn, also make great earthbenders.

NEUTRAL

JING

You know when to hold your fist when the faintest hint of an opportunity arises. Once per round
when an enemy provokes an attack of opportunity from you, you may choose to forgo the attack.
If you choose to do this, you gain a power bonus
to attack and damage equal to your Wisdom or
Strength modifier against that enemy until the
end of your next turn.

EARTHBENDER POWERS
An earthbenders attacks are called techniques. They are moves and attacks you
learned in unity with the earth element.
Earthbending Earthbender Class Feature

Your study of the earth under your feet lets you


move thousands of pounds of dirt and stone
with a simple stomp.
At-Will Elemental
Minor Action
Ranged 2
Effect: You may do any one of the following:
Move a human sized boulder or clump of dirt
from any location within range to any other
location within range.
Form a clump of dirt with residual dirt on
nearby objects.
Create a hole in an earthen structure large
enough to fit through.
Mold up to a square foot of earth
within range into any shape until the end of
your next turn.
Special: Nothing you create with this technique
can deal damage, serve as a weapon or tool, or
hinder another creatures action. This technique
cannot duplicate the effect of any other power.
(Of course, DMs discretion.)

Earthen Shield

Earthbender Feature
You give a mighty gesture, bringing up a shard
of earth to protect your ally against an oncoming arrow.
At-Will Elemental, Implement
Immediate Interrupt
Trigger: An enemy makes a ranged attack
against your watched ally.
Target: The enemys attack.
Effect: Make Constitution attack against the
ranged attack roll. If you meet it or beat it, the
ranged attack is negated.

Shifting Ground

Earthbender Feature
As an enemy bears its weapon against your
ally, you wave your hand, shifting the ground
from under him.
At-Will Elemental, Implement
Immediate Reaction
Trigger: An enemy makes a melee attack
against your watched ally.
Target: The triggering enemy.
Attack: Constitution vs. Fortitude.
Effect: Slide the target 1 square. This increases to 2 squares at 11th level and 3 squares at
21st level. The target grants combat advantage
to all of your allies until the end of its next turn.

LEVEL

AT WILL

TECHNIQUES

Force of the Earth

Earthbender Attack 1
Your attack hits hard, forcing even the most
resolute defender to stumble backward.
At-Will Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Constitution vs. Fortitude.
Hit: 1d8 + Constitution modifier damage and
the target is pushed one square
21st Level: 2d8 + Constitution modifier damage.

Fortifying Strike

Earthbender Attack 1
After you strike, the earths power lingers on
you for a while longer.
At-Will Elemental, Weapon
Standard Action Melee weapon.
Target: One creature.
Attack: Constitution vs. AC.
Hit: 1[W] + Constitution modifier damage and
you gain a number of temporary hitpoints equal
to your Strength modifier.
21st Level: 2[W] + Constitution modifier damage.

19

Grounded Fist

Earthbender Attack 1
Dirt snakes up your body and congregates to
your fist before you strike.
At-Will Elemental, Weapon
Standard Action Melee weapon.
Target: One creature.
Attack: Constitution vs. AC.
Hit: 1[W] + Constitution modifier damage and
you gain a +1 to AC until the end of your next
turn.
21st Level: 2[W] + Constitution modifier damage.

Propelling Stone

Earthbender Attack 1
You bring up a mound of earth and throw out a
punch or kick, launching it forward.
At-Will Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Constitution vs. Fortitude.
Hit: 1d8 + Constitution modifier damage and
a square adjacent to you is considered difficult
terrain until the end of your next turn.
21st Level: 2d8 + Constitution modifier damage.

Shattering Rock

Earthbender Attack 1
With a quick swipe, a rock flies out of the
ground and crashes into an enemy, shattering
against a friend of his.
At-Will Elemental, Implement
Standard Action Range 5
Target: One creature.
Attack: Constitution vs. Fortitude.
Hit: 1d8 + Constitution modifier damage and
an enemy adjacent to the target takes damage
equal to your Wisdom modifier.
21st Level: 2d8 + Constitution modifier damage.
LEVEL

ENCOUNTER

Double Strike

TECHNIQUES

Earthbender Attack 1
You pull two boulders up and launch them forward.
Encounter Elemental, Implement
Standard Action Range 10
Target: One or two creatures.
Attack: Constitution vs. Reflex, two attacks.
Hit: 1d6 + Constitution modifier damage per
attack and two adjacent squares to you are difficult terrain until the end of your next turn.

20

Erupting Quake

Earthbender Attack 1
As your ally is surrounded, the earth retaliates
against your enemies.
Encounter Elemental, Implement
Standard Action Area burst 1 within 10.
Requirement: You must have a watched ally.
Target: Enemies within burst.
Attack: Constitution vs. Fortitude.
Hit: 1d6 + Constitution modifier damage and
the target is pushed one square.
Quaking: One of your watched allies gains a
+3 power bonus to all defenses until the end of
your next turn.
Special:This attack is centered on your
watched ally, they are not affected by it.

Winding Grasp

Earthbender Attack 1
Your rocky hand takes a hold of your foe and
you withdraw your hand, but the earth keeps its
hold.
Encounter Elemental, Weapon
Standard Action Melee weapon
Requirement: You must have one hand free.
Target: One creature.
Attack: Constitution vs. AC.
Hit: 2[W] + Constitution modifier damage and
the target is immobilized until the end of your
next turn.
Shaping: The target takes a penalty against
first saving throw against this effect equal to
your Strength modifier.
LEVEL

DAILY

Cascade of Earth

TECHNIQUES

Earthbender Attack 1
Earth gathers at your elbow as you plant it into
the back of a foes head. As he falls, the earth
catches him for you.
Daily Elemental, Weapon
Standard Action Melee weapon.
Target: One creature.
Attack: Constitution vs. AC.
Hit: 2[W] + Constitution modifier damage and
the target is knocked prone and immobilized
(save ends both).
Shaping: The target takes a penalty to save
against this effect equal to your Strength modifier.
Miss: Half damage and the target is knocked
prone.

Earth Thorns

Earthbender Attack 1
Stomping into a strong stance, the earth responds to your energy, impaling your enemies.
Daily Elemental, Implement
Standard Action Close burst 1
Target: Enemies within burst.
Attack: Constitution vs. Reflex.
Hit: 2d8 + Constitution modifier damage and
the target is knocked prone and dazed until the
end of your next turn.
Quaking: The area affected is difficult terrain
until the end of the encounter.
Miss: Half damage and the target is pushed 1
square.

Ground Plate Armor Earthbender Attack 1


The ground fluidly covers your entire body as
you make your way into the brawl.
Daily Elemental, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Constitution vs. AC.
Hit: 3[W] + Constitution modifier damage and
you gain a +1 to AC until the end of the encounter.
Miss: Half damage and you gain a +2 bonus to
AC until the end of your next turn.

LEVEL

UTILITY

TECHNIQUES

Bend the Earth

Earthbender Utility 2
Lifting your palm and channeling your thoughts,
the earth obeys.
At-Will Elemental
Move Action
Range 5
Effect: The ground is elevated 5 feet until the
end of your next turn.

Earth Wave

Earthbender Utility 2
The earth mounds up underneath you, carrying
you where you need to be.
Daily Elemental
Move Action
Personal
Effect: Slide your speed. The squares you
leave in this manner are difficult terrain until the
end of your next turn.

Earths Whisper

Earthbender Utility 2
Due to your tight ties to the earth itself, you feel
the sensitive reverberations given off by other
creatures.
Encounter Elemental, Stance
Move Action
Personal
Effect: You gain tremorsense 1 (you can detect
invisible or otherwise unseen creatures that are
adjacent to you) until the end of your next turn.
Sustain Minor: The effect persists until the end
of your next turn.
LEVEL

ENCOUNTER

TECHNIQUES

Earthen Kick

Earthbender Attack 3
You lift your foot off the ground with the earth
hugging against it before hitting your enemy.
Encounter Elemental, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Constitution vs. AC.
Hit: 2[W] + Constitution modifier damage and
the target is pushed 3 squares.
Shaping: The target is pushed 3 + Strength
modifier squares.
Piston Earth
Earthbender Attack 3
Upon command, the earth tosses your enemies
with a quick lift of a pillar.
Encounter Elemental, Implement
Standard Action Line 3
Target: Enemies within line.
Attack: Constitution vs. Reflex.
Hit: 1d6 + Constitution modifier damage and
the target is raised 10 feet into the air. They
take falling damage if applicable.

Rattling Rocks

Earthbender Attack 3
You deliver a strike so quick it stuns your foes.
Encounter Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Constitution vs. Fortitude.
Hit: 2d8 + Constitution modifier damage and
the target takes a -2 to all attack rolls until the
end of your next turn.
Quaking: The target takes a penalty to attack
rolls equal to 2 + your Wisdom modifier.

21

LEVEL

DAILY

TECHNIQUES

Earths Coiling Grip Earthbender Attack 5

The earth itself winds up around a foe, keeping


him still.
Daily Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Constitution vs. Fortitude.
Hit: 2d6 + Constitution modifier damage and
the target is immobilized (save ends).
Shaping: As an aftereffect, the target is slowed
(save ends).
Miss: Half damage and the target is slowed
until the end of your next turn.

Sink and Return

Earthbender Attack 5
The earth consumes your allies problem and
delivers them to you.
Daily Elemental, Implement
Standard Action Area burst 1 within 10
Requirement: You must have a watched ally.
Target: Each enemy within burst.
Attack: Constitution vs. Fortitude.
Hit: 1d8 + Constitution modifier damage and
the target is teleported to a square adjacent to
you if possible.
Miss: The target is pushed 2 squares.
Special: This attack is centered on your
watched ally and does not affect them.

Quicksand Burst

Earthbender Attack 5
Planting a hand into the ground, a distance
away turns into quicksand.
Daily Elemental, Implement
Standard Action Area burst 1 within 10
Target: One creature.
Attack: Constitution vs. Reflex.
Hit: 2d8 + Constitution modifier damage and
the target is slowed and takes 5 ongoing damage (save ends).
Quaking: The target is immobilized instead of
slowed.
Miss: Half damage and the target is slowed
until the end of your next turn.

22

LEVEL

UTILITY

TECHNIQUES

Columns of Earth

Earthbender Utility 6
A large plate of earth blocks the way between
you and them.
Daily Elemental
Move Action
Wall 5 within 10
Effect: You create a wall in unoccupied
squares that blocks movement and line of sight.
This lasts until the end of your next turn.
Sustain move: The wall persists until the end
of your next turn.
Divided Attention
Earthbender Utility 6
Your friends are in trouble and you make sure
they get out alive.
Encounter Elemental
Minor Action
Personal
Effect: Until the end of your next turn, all allies
within 5 squares of you are considered to be
your watched ally.

Smooth Sailing

Earthbender Utility 6
As obstructive terrain hinders your ally, you
glide them across.
Encounter Elemental
Immediate Interrupt
Range 10
Trigger: An ally moves into difficult terrain.
Effect: That ally ignores the effects of difficult
terrain until the end of its movement.
LEVEL

ENCOUNTER

Dirt Headbutt

TECHNIQUES

Earthbender Attack 7
You mold a helmet of earth around your head
and launch forward, connecting yours with
theirs.
Encounter Elemental, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Constitution vs. AC.
Hit: 1[W] + Constitution modifier damage and
the target is dazed until the end of your next
turn.
Shaping: You gain a bonus to AC equal to your
Strength modifier until the end of your next turn.

Fissure Path

Earthbender Attack 7
You raise both of your hands and the earth
shatters under your determination.
Encounter Elemental, Implement
Standard Action Line 3
Target: Creatures within line.
Attack: Constitution vs. Reflex.
Hit: 1d10 + Constitution modifier damage and
the target is knocked prone.
Quaking: You may push the target a number of
squares equal to your Wisdom modifier.
Spear of the Earth
Earthbender Attack 7
Stomping your foot, the earth responds with a
mighty crash.
Encounter Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Constitution vs. Reflex.
Hit: 2d6 + Constitution modifier damage and
the target is immobilized until the end of your
next turn.

LEVEL

Earthfall

DAILY

TECHNIQUES

Earthbender Attack 9
You raise and control a destructive storm of
earth and rocks.
Daily Elemental, Implement
Standard Action Wall 5 within 10
Target: Enemies within wall.
Attack: Constitution vs. Fortitude.
Hit: 2d10 + Constition modifier damage and the
target is blinded until the end of your next turn.
Sustain Standard: Manifest the wall in another
location within range, you may rearrange it, and
make the following attack.

Secondary Target: Enemies within wall.

Attack: Constitution vs. Fortitide.

Hit: 1d10 + Constitution modifier damage and the target is blinded until the end of
your next turn.

Erupting Smash

Earthbender Attack 9
As your weapon strikes downward, the earth
strikes upward.
Daily Elemental, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Constitution vs. AC.
Hit: 2[W] + Constitution modifier damage and
creatures adjacent to the target take 1[W] +
Constitution modifier damage.
Miss: Half damage and each adjacent creature
takes Constitution modifier damage.
Shaping: The target takes a -2 to all defenses
until the end of your next turn.

Seismic Wave

Earthbender Attack 9
You bring a mighty fist down and the earth
ripples like water.
Daily Elemental, Implement
Standard Action Close burst 2
Target: Enemies within burst.
Attack: Constitution vs. Fortitude.
Hit: 2d6 + Constitution modifier damage and
the burst affected is difficult terrain until the end
of the encounter.
Miss: Half damage and the area affect is difficult terrain until the end of your next turn.
Quaking: The target is knocked prone on a hit.
LEVEL

10

UTILITY

TECHNIQUES

Earths Protection

Earthbender Utility 10
After you fail to protect, your subconscious wills
it to happen.
Daily Elemental
Free Action
Range 5
Trigger: You use earthen shield or shifting
ground and fail.
Effect: One of your Watched allies gains resist
10 until the end of your next turn.

In Tune

Earthbender Utility 10
If you listen closely, you can hear most anything.
Encounter Elemental
Move Action
Personal
Effect: Until the end of your next turn, gain a
+5 bonus to Perception checks and ignore any
penalties to your Perception skill.

23

Raise the Earth

Earthbender Utility 10
You lift your hands and the earth replicates the
movement.
Encounter Elemental
Move Action
Close burst 2
Effect: The areas ground is elevated 10 feet
until the end of your next turn.
LEVEL

13

ENCOUNTER

TECHNIQUES

Avalanche Charge

Earthbender Attack 13
You encase yourself in a solid stone armor and
then charge forward.
Encounter Elemental, Implement
Standard Action Melee touch
Target: One creature.
Attack: Constitution vs. Fortitude.
Hit: 2d8 + Constitution modifier damage and
the target is pushed 3 squares. Afterward you
must slide to a square adjacent to the target.
Shaping: The target is also dazed until the end
of your next turn.
Sand to Stone
Earthbender Attack 13
You mar your enemies in quicksand and then
harden it into stone.
Encounter Elemental, Weapon
Standard Action Close blast 1
Target: Each enemy within burst.
Attack: Constitution vs. Reflex
Hit: The target is restrained until the end of
your next turn.
Quaking: You may choose one target you hit to
be restrained (save ends).

Terra Blast

Earthbender Attack 13
With a quick step you launch a series of sharpened stones at a threatening target.
Encounter Elemental, Implement
Standard Action Ranged 10.
Target: One creature
Attack: Constitution vs. Reflex.
Hit: 2d8 + Constitution and the target is dazed
until the end of your next turn.
Special: Whenever you could use either shifting ground or earthen shield, you may instead
use this attack as an immediate interrupt. This
attack targets either the triggering enemy or the
enemy that made the triggering attack.

24

LEVEL

15

DAILY

TECHNIQUES

Earthen Uppercut

Earthbender Attack 15
With a rising punch you rocket an opponent into
the air.
Daily Elemental, Weapon
Standard Action Melee weapon or ranged 5
Target: One creature.
Attack: Constitution vs. AC.
Hit: 3[W] + Constitution modifier damage and
the target is pushed 2 squares.
Effect: The area that was occupied by the target counts as difficult terrain until the end of the
encounter.
Shaping: The area that was occupied by the
target and each adjacent square counts as difficult terrain until the end of the encounter.

Rockslide

Earthbender Attack 15
As you charge your opponent, you build up far
more momentum than expected.
Daily Elemental, Weapon
Standard Action Melee weapon.
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage, and
you push the target 2 squares. You may charge
as a free action following this attack.
Special: You may use this attack instead of a
melee basic attack during a charge.
Rock Crush
Earthbender Attack 15
You drop a boulder on your opponent, breaking
up their formation and keeping them apart.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3d10 + Constitution modifier damage and
creatures adjacent to the target are pushed 3
squares.
Quaking: Creatures adjacent to the target take
your Wisdom modifier in damage.

LEVEL

16

UTILITY

TECHNIQUES

Earthen Upheaval

Earthbender Utility 16
You rip the ground up, causing jagged rocks
and pits to impede movement.
Encounter Elemental
Minor Action
Close burst 5
Effect: Each square in the burst becomes difficult terrain until the end of your next turn.
Shaping: You may center this attack on your
watched ally.
Indomitable Stone Earthbender Utility 16
You become as hard to move as rock, and
even harder to break.
Daily Elemental
Minor Action
Personal
Effect: Until the end of the encounter you gain
resist damage 5 and may not be forced to
move. This effect ends immediately if you
move more than 1 square in a round.

Stone Tent

Earthbender Utility 16
You create a crude earthen hut around yourself,
granting you a moments respite from combat.
Daily Elemental
Standard Action Personal
Effect: You are completely surrounded by a
tent made of stone, crystal or some other earthen material. While within the hut you cannot be
subject to any attacks. Any attack that would
target or effect you instead effects your hut.
The hut had resist damage 10 and hit points
equal to 5 + your Consitution modifier. It shares
your defenses. If your hut is reduced to 0 hit
points or if you leave the hut, the effect ends.
While in the hut, any power you use automatically targets you and cannot
target any other creature.
LEVEL

17

ENCOUNTER

Dancing Jing

TECHNIQUES

Earthbender Attack 17
You exert a technique that demonstrates positive and negative jing all in one blow.
Encounter Elemental, Implement
Standard Action Close blast 3
Target: Each enemy within blast.
Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier damage and
the target is pushed three squares. If your
watched ally is in the blast they may shift their
speed to a square adjacent to you.

Follow Through

Earthbender Attack 17
With a strong stance and strong arc, you shatter the ground ahead of you.
Encounter Elemental, Implement
Standard Action Path 5
Target: Each enemy within path.
Attack: Constitution vs. Reflex
Hit: 2d6 + Constitution modifier damage and
the target is immobilized until the end of your
next turn.
Quaking: The target is also knocked prone.
Lingering Debris
Earthbender Attack 17
With a solid fist, you crash into your enemy.
The rock smashes and the pieces linger around
you.
Encounter Elemental, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Constitution vs. AC.
Hit: 2[W] + Constitution modifier damage and
you gain a +3 bonus to AC and Reflex until the
end of your next turn.
Shaping: The bonus to AC and Reflex is equal
to 3 + your Strength modifier.
LEVEL

19

DAILY

TECHNIQUES

Crushing Blow

Earthbender Attack 19
You sink into the earth as an enemy approaches one of your friends.
Daily Elemental, Weapon
Immediate Interrupt
Melee weapon
Trigger: An enemy triggers your shifting
grounds power.
Effect: You teleport to a square adjacent to the
target and make the following attack in place of
the shifting grounds power.
Target: The triggering creature.
Attack: Constitution vs. AC.
Hit: 3[W] + Constitution modifier damage and
you push the target 5 squares. They are immobilized (save ends) at the end of the push.
Shaping: The watched ally previously threatened by the target gains a bonus to all defenses equal to your Strength modifier until the end
of your next turn.

25

Stone Prison

Earthbender Attack 19
You stomp and instantly create a stone prison
around your target. Then you crush them.
Daily Elemental, Weapon
Standard Action Ranged 5
Target: One creature
Attack: Constitution vs. Fortitude
Hit: The target is restrained and takes ongoing
10 damage (save ends both).
Miss: The target is immobilized and takes ongoing 5 damage (save ends both.)

Terraquake

Earthbender Attack 19
You lift a strong hand and clench it into a fist,
crushing the earth underneath your enemies.
Daily Elemental, Implement
Standard Action Area burst 2 within 10
Target: Each enemy within burst.
Attack: Constitution vs. Fortitude.
Hit: 4d10 + Constitution modifier damage and
the target is slowed.
Quaking: Each ally within the burst is considered
a watched ally until the end of your next turn.

LEVEL

22

UTILITY

TECHNIQUES

Earthen Plate

Earthbender Utility 22
You put that extra oomph in your earthbending.
Encounter Elemental
Free Action
Personal
Trigger: You use either your earthen shield or
shifting ground power.
Effect: After the attack is resolved, you make a
wall 5, starting in a square adjacent to the ally.
This wall is two square high, blocks line of sight
and lasts until the end of your next turn.

Glorious Smash

Earthbender Utility 22
You put down an enemy and shatter the ground
around him.
Daily Elemental
Immediate Interrupt
Personal
Trigger: You knock an enemy prone.
Effect: The triggering enemy is dazed (save
ends). Additionally, the creatures square and
every adjacent square is difficult terrain to your
enemies until the end of the encounter.

26

Pitfall

Earthbender Utility 22
The ground changes beneath you, creating a
pits with thin and extremely fragile lids.
Daily Elemental
Standard Action Close burst 5
Effect: You create obscured pit traps around
the battlefield. Choose three spaces within the
burst, these are now pit traps. The traps look
the same as the ground around them, but enemies that step on them are subject to a Constitution +2 vs. Reflex attack. If the attack hits,
they fall into the trap, take 1d10 damage and
fall prone. It requires a move action to escape
from the pit trap.
LEVEL

23

Moving Wall

ENCOUNTER

TECHNIQUES

Earthbender Attack 23
You take a strong stance and the earth itself
rises up to protect you.
Encounter Elemental, Implement
Standard Action Close burst 2
Target: Creatures in burst
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier damage and
the target is pushed 3 squares.
Effect: After the attack is resolved, repeat this
attack as a close burst 1, now centered on one
current Watched Ally.
Rippling Ground
Earthbender Attack 23
By punching the earth beneath you, you create
a shockwave that can appear nearly anywhere
on the battlefield.
Encounter Elemental, Implement
Standard Action Close burst 2
Target: Each enemy within burst.
Attack: Constitution vs. Fortitude
Hit: 2d10 + Constitution modifier damage and
the target is knocked prone.
Special: You may determine the origin of
this attack as if you shared a space with your
watched ally.
Quaking: This attack deals an extra d10 of
damage.

Stone Blade

Earthbender Attack 23
It takes effort to hurl a boulder at an opponent,
it takes refinement to sharpen it first.
Encounter Elemental, Weapon
Standard Action Melee weapon or Ranged 5
Target: One creature
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier and the target
has vulnerable 5 (save ends).
Shaping: Vulnerable 5 + Strength modifier.

LEVEL

25

DAILY

TECHNIQUES

Avalanche Hammer Earthbender Attack 25

With a single motion you erect a powerful defense and crush an enemy.
Daily Elemental, Implement
Standard Action Close burst 1
Target: One creature within burst.
Special: You may center this attack on your
watched ally.
Attack: Constitution vs. Reflex.
Hit: 4d10 + Constitution modifier damage and
the target is pushed 1 square and knocked
prone and you pull a wall of continuous squares
made of stone out of the ground. At least
one square of the wall must be in the square
the target vacated. The wall may be up to 5
squares long and 2 squares high. The wall lasts
until the end of your next turn.
Miss: No damage but the target is pushed and
knocked prone and the wall appears.
Sustain minor: The wall persists until the end
of your next turn.
Shaping: Half damage on a miss.

Boulder Slam

Earthbender Attack 25
Because sometimes all you need is a really big
rock.
Daily Elemental, Implement
Standard Action Area burst 2 within 10.
Target: Each enemy in burst
Attack: Constitution vs. Fortitude
Hit: 3d8 + Constitution modifier damage, and
the target is knocked prone and is marked by
you (save ends)
Miss: The target is knocked prone.

Spire Burst

Earthbender Attack 25
A wave of pointed spires burst from the ground
around you, impaling enemies who attack you.
Daily Elemental, Implement
Standard Action Area burst 2 within 10.
Target: Each enemy within burst.
Attack: Constitution vs. Fortitude.
Hit: 3d8 + Constitution modifier damage and
the target is pushed 2 squares and immobilized
until the end of your next turn.
Miss: Half damage and the target is pushed 2
squares.
Special: You may center this attack on your
watched ally.
Quaking: Until the end of your next turn, the
area affected is difficult terrain.

LEVEL

27

ENCOUNTER

TECHNIQUES

Crag Hammer

Earthbender Attack 27
You slam your curled fists into the ground causing a huge plane of earth to fire upwards and
then fall on your target.
Encounter Elemental, Implement
Standard Action Wall 3 within 5.
Target: Each enemy within wall.
Attack: Constitution vs. Reflex
Hit: 3d8 + Constitution modifier damage.
Effect: The earthen plate you dropped on your
opponent becomes a wall. A wall 3 squares
long and two squares tall appears in the area
effected by this attack. It blocks line of sight
and effect. The wall lasts until the end of your
next turn.
Sustain Minor: The wall lasts until the end of
your next turn.

Earthen Shrapnel

Earthbender Attack 27
You quickly condense some large rocks, then
release them from the pressure, sending bits of
rock across the battlefield.
Encounter Elemental, Implement
Standard Action Close blast 5
Target: Each enemy within blast.
Attack: Constitution vs. Fortitude
Hit: 3d6 + Constitution modifier damage, and
ongoing 5 damage and -2 to all AC and
Fortitude (save ends).
Quaking: The ongoing 5 damage and penalty
to AC and Fortitude have separate saves.

27

Surging Fist

Earthbender Attack 27
You collect a fistful of dirt before it forms around
your hand. A mighty slug will come from this
one.
Encounter Elemental, Implement
Standard Action Melee weapon
Target: One creature.
Attack: Constitution vs. AC.
Hit: 3[W] + Constitution modifier damage and
the target is knocked prone. Until the end of
the encounter, whenever you hit a creature you
may push them 1 square.
Shaping: Whenever you push an enemy due
to this power, you gain a +1 to your next attack
against the target you pushed.

LEVEL

29

DAILY

TECHNIQUES

Earths Lent Hand

Earthbender Attack 29
You curl the earth around your opponent,
slowly sapping the life out of him.
Daily Elemental, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. AC.
Hit: 6[W] + Constitution modifier damage and
you gain a +2 bonus to all defenses against the
targets attacks until the end of the encounter.
Miss: Half damage and you gain a +2 bonus
to all defenses against the targets attacks until
the end of your next turn.
Shaping: While you have a defense bonus due
to this power against the target, you may add
an extra 2d10 damage whenever you hit the
target.

Sundered Plates

Earthbender Attack 29
You only require your strong form and will to control the very plates that hold the earth together.
Daily Elemental, Implement
Standard Action Close burst 3
Target: One creature.
Attack: Constitution vs. Reflex.
Hit: 5d12 + Constitution modifier damage and
the target is prone and takes 20 ongoing damage (save ends).
Miss: Half damage and the target is prone.
They take 10 ongoing damage (save ends).
Effect: The area affected is difficult terrain for
enemies until the end of the encounter.
Quaking: Each ally within the burst is considered
a watched ally until the end of the encounter.

28

Tetonic Cutter

Earthbender Attack 29
You harness the energy that makes continents
move and mountains form.
Daily Elemental, Implement
Standard Action Path 6
Target: Enemies in path
Attack: Constitution vs. Reflex
Hit: 5d10 + Constitution modifier damage and
the target is immobilized (save ends).
Effect: The area affected by this attack splits
into a deep pit. Anytime a creature stands
in a space with a deep pit, they fall in and
are trapped (save ends). While a creature is
trapped, they cannot use move actions and
take a -2 penalty to attack rolls. The pit lasts
until the end of encounter. Until the end of the
encounter, when you shift, the space you vacate becomes a deep pit. You may dismiss a pit
as a move action.

PARAGON
DAI

PATHS

LI

... A glove made of stone flies out of the shadows and asphyixates you.
Prerequisites: Earthbender, Trained in Acrobatics or Athletics
You are a member of an elite group of Earthbenders, trained to move silently and kill with efficiency. The Dai Li are employed as secret police and
bodyguards by royalty across the land. If you are
forced to enter combat openly you are a master
of quickly incapacitating your opponent.
DAI

LI

PATH

FEATURES


Hand of the Dai Li (11th Level): You are
trained to use the Hand of the Dai Li, an earthbending technique where you wear gloves made
of stone. These gloves take up the Arm Slot, they
provide a +3 proficiency bonus to Grab attacks
and allow you to make grab attacks as Ranged
10 attacks. They may be enchanted as normal.

Movement of the Dai Li (11th Level):
You are trained in Stealth. You gain a +2 bonus
to Athletics, Acrobatics and Stealth checks made
while climbing.

Grasp of the Dai Li (16th Level): You
may sustain a grab as a free action. You are considered to have two extra hands for the purposes
of making grab attempts. Creatures take a -2
penalty to Escape attempts vs. your grabs.
DAI

LI

TECHNIQUES

Crush the Windpipe

Dai Li Attack 10
Your Hand of the Dai Li flies forward, takes purchase and begins to crush the throat of a foe.
Encounter Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Constitution vs. Reflex.
Hit: 3d8 + Constitution modifier damage.
Special: If you target a foe that is grabbed by
you, this attack automatically hits.

Move Unnoticed

Dai Li Utility 12
You are trained to use your earthen surroundings to sneak up on your foes.
At-Will Elemental
Move Action
Personal
Effect: You may move up to your speed
through a surface made of solid earth as long
as you end your movement in an empty space.

Incapacitate The Target

Dai Li Attack 20
You move quickly and efficiently to an opponent
and knock them unconcious.
Daily Elemental, Implement
Standard Action Melee touch
Target: One surprised creature.
Attack: Constituation +2 vs. Reflex
Hit: The target is unconcious (save ends) and
grabbed.

EARTHGLIDER
The earth carries me effortlessly and I carry it
the same way.
Prerequisites: Earthbender
The earth is not as solid and cold as others
believe it to be. You know that the earth is made
up of very small particles. By concentrating on
the pieces that make up the whole, you can bend
even the most resolute earth in a fluid motion.
Concentrating on that tiny of a level enables you
to bend the earth as fluidly as any other bender
could with their respective elements.
EARTHGLIDER

PATH

FEATURES


Throttle Down (11th Level): If an effect
forces you to be slid, pulled, or pushed, you can
reduce the distance by 1 square.

Rippling Action (11th Level): When you
spend an action point, the ground even helps
your allies reposition themselves.When you
spend an action point to take another action, allies within 10 squares of you may shift 2 squares
as a free action.

Not to Touch the Earth (16th Level):
When you run, the spaces you run through are
considered difficult terrain to your enemies until
the end of your next turn.

29

EARTHGLIDER

TECHNIQUES

The Earth Guardian Earthglider Attack 10


To protect your friends, the ground repels enemies.
Encounter Elemental, Implement
Standard Action Close burst 1
Target: Each enemy within burst.
Attack: Constitution vs. Fortitude.
Hit: 1d8 + Constitution modifier and the target
is slid 2 squares and knocked prone.
Special: This close burst is centered on a
watched ally.

Ride the Wave

Earthglider Utility 12
Falling down isnt much of a problem. The earth
picks you back up and you find another place
to be.
Encounter Elemental
Immediate Reaction
Personal
Trigger: You fall prone.
Effect: You stand up immediately and slide
your speed + 2.

Wrinkle in the Dirt

Earthglider Daily 20
Stomping your foot makes the ground jump,
almost in fright.
Daily Elemental, Implement
Standard Action Close burst 5
Target: Each enemy in burst.
Attack: Constitution vs. Reflex.
Hit: 2d10 + Constitution modifier damage and
the target is knocked prone.
Effect: The area affected is difficult terrain for
your enemies.
Sustain Minor: The area affected continues to
be difficult terrain.

METALBENDER
Refining the earth wont save you from my
power.
Prerequisites: Earthbender
Typically, earthbenders cannot bend earth and
ore that have been refined. Metals, such as iron
and steel, do not react to the will of the earthbender. Its unnatural, thus doesnt have the same
reverberations and feel of natural earth. Though,
occasionally, strong willed earthbenders become

30

in tune with these unnatural metals and force


them to bend.
METALBENDER

PATH

FEATURES

METALBENDER

TECHNIQUES


Polarized Allies (11th Level): When an
enemy attacks your watched ally with a power
with the Weapon keyword, the watched ally has a
+3 power bonus to AC instead of the normal +2.

Metalbending Action (11th Level): When
you spend an action point to take an extra
action, your enemies weapons and armors
shudder under your focus. Each enemy within 2
squares of you either take a penalty to damage
equal to half your level until the end of your next
turn or a penalty equal to your Wisdom modifier
to AC.

Further Faults (16th Level): When an enemy adjacent to either you or your watched ally
misses with a power with the Weapon keyword,
they take a penalty to damage rolls equal to your
Wisdom modifier until the end of your next turn.

Devastating Grip

Metalbender Attack 10
You curl your focus over your enemys weapon
and it crumbles.
Encounter Elemental, Implement
Standard Action Range 5
Target: One creature.
Attack: Constitution vs. Fortitude
Hit: 1d10 + Constitution modifier damage and
the target takes a -1 to attack rolls (save ends).
For every failed save, this increases to -2, -3,
etc. to a maximum of -5.

Weapons New Master Metalbender Utility 12


As he goes to strike your friend, his weapons
allegience changes quickly.
Encounter Elemental
Immediate Interrupt
Close burst 5
Trigger: Your Watched Ally provokes an opportunity attack.
Target: One creature attacking your ally.
Effect: They automatically miss with their opportunity attack and fall prone.

Armors Vicegrip

Metalbender Daily 20
As they surround you, their armor suddenly
tightens and stops them in their tracks.
Daily Elemental, Implement
Standard Action Close burst 2
Target: Enemies within burst.
Attack: Constitution vs. Reflex.
Hit: 2d6 + Constitution modifier damage
and the target is immobilized (save ends).
Special: The close burst can be centered on
a watchful ally within 10 squares.

PROFESSIONAL

EARTHBENDER

You think you can touch this, I am the


BOULDER!
Prerequisites: Earthbender
You learned to earthbend so you could fight, and
thats what you do. Sure, your technique is a bit
showy, but that doesnt mean it doesnt work. You
are a Professional Earthbender and you ROCK!
Your technique is a bit showy, but that doesnt
make it non-functional. You have a proficiency for
knocking enemies away and stunning them with
elaborate earthbending techniques.
PROFESSIONAL EARTHBENDER
PATH FEATURES


Earthbending Gimmick (11th Level): At
the end of each extended rest you must choose if
your earthbending persona is going to be a Face
(A Good Guy) or a Heel (A Bad Guy). This choice
just determines how your features and powers
work, and doesnt have to have anything to do
with your personality outside of the ring. When
you take this paragon path you must choose if
your Earthbending persona is a Face (A Good
Guy) or a Heel (A Bad Guy). This just determines
the way your powers work and doesnt have to
have anything to do with your personality outside
of the ring.
If you are a Heel, you gained a +3 bonus to Intimidate checks and gain a +2 bonus to hit surprised
foes. If you are a Face you gain a +3 bonus to
Diplomacy checks and you gain a +2 bonus to hit
enemies adjacent to your watched ally (as long
as that is not yourself).


Spectator Action (11th Level):
Heat (Heel): You fight dirty and play off the fear
of your enemies. When you spend an action point
to make an extra attack that attack gains the Rattling keyword.
Pop (Face): You fight well with your teammates.
When you spend an action point to make an extra attack you may instead have you and one of
your allies make a melee basic attack against the
same target.

Ring Out (16th Level):
Cheap Shot (Heel): When you move an enemy,
you always manage to get in a cheapshot. If you
push, pull or slide an enemy at least 2 squares,
you deal additional damage equal to your
Strength modifier.
Tag Team (Face): You are good at team attacks.
If you push, pull or slide an enemy to space
adjacent to your watched ally (as long as that is
not yourself), that ally gains combat advantage
against this enemy until the end of your next turn.
PROFESSIONAL EARTHBENDER
TECHNIQUES

Submission Hold Professional Earthbender


Attack 10
You have the target where you want them, now
you just need to finish this.
Encounter Elemental, Implement
Immediate Reaction
Melee touch
Trigger: An adjacent enemy falls prone.
Attack: Constitution vs. Fortitude
Hit: 4d4 + Constitution modifier damage and
the target is dazed until the end
of your next turn.
Heel: Target is stunned instead of dazed.
Face: You may spend a healing surge.

31

Ring Match

Professional Earthbender
Utility 12
You are used to fighting in an arena, so why
not?
Daily Elemental, Zone
Move Action Area burst 3 within 10 squares.
Effect: You create a wrestling ring in which to
fight that lasts until the end of the encounter.
The zone is elevated 5 feet.
Heel: You fill your arena with traps and pitfalls.
Enemies in the zone grant you combat advantage.
Face: You use your talent for teamwork to turn
the fight in your favor. You and your watched
ally gain a +2 bonus to your AC and Reflex
defenses while you are both in the ring.

Signature Move Professional Earthbender


Attack 20
You launch into the complicated earthbending
technique that you are known for.
Daily Elemental, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Constitution vs. AC
Hit: 4[W] + Constitution modifier damage and
the target is knocked prone.
Heel: You may immediately perform a melee
basic attack on the target as a free action.
Face: You may immediately switch places with
a watched ally if they are within 5 squares of
you. If you do, the ally may perform a melee
basic attack against the target as a free action.

SANDBENDER
The true power of earthbending is in the tiniest
particles of dirt, Im just honest about it.
Prerequisites: Earthbender
You have practiced your earthbending techniques
to focus on the tinest particles of dirt. When it is
grouped together it can hit as hard as any boulder, but separate it can bypass any defense.
A sandstorm is the ultimate sign of team work,
billions of tiny particles working together to topple
even the greatest foes.
SANDBENDER

32

PATH

FEATURES


Sandbending (11th Level): You use
sand and loose soil when you earthbend, you
can still bend packed earth and rocks as normal.
Once per day you may add the following effect
to one of your Encounter or Daily powers before
expending it. Effect: The target is blinded (save
ends)

Sandbending Action (11th level): When
you spend an action point, one watched ally has
total concealment until the end of your next turn.

Desert Mastery (16th Level): You ignore
the effects of difficult terrain caused by sand,
loose soil or mud, in addition, while in such an
environment you gain a +1 bonus to all defenses.
SANDBENDER

TECHNIQUES

Sand in the Eyes

Sandbender Attack 10
You can pull the ol sand in the eyes trick with
suprising efficacy.
Encounter Elemental, Implement
Immediate Interrupt
Close burst 1
Trigger: You or your watched ally is hit by an
attack.
Target: The creature that triggered this power.
Attack: Constitution vs. Reflex
Hit: The attack fails. The target is blinded until
the end of your next turn.
Special: This power is centered on whoever
was attacked by the triggering creature.
Sand Skiff
Sandbender Utility 12
By bending the earth you can skate across its
surface like boat on water.
Encounter Elemental
Move Action
Personal
Effect: You slide your speed + 2.

Sandstorm

Sandbender Attack 20
The earth gives you cover while it cuts into your
opponents skin.
Daily Elemental, Implement, Zone
Standard Action Close burst 3
Effect: You create a zone of obscuring sand
that lasts until the end of your next turn.
Allies gain concealment while in the zone. Enemies that start their turn in the zone
take damage equal to your Strength modifier.
Sustain Minor: The zone persists.

SEISMIC

ADEPT

Badgermoles Gift Seismic Adept Utility 12

I dont even need to lay my eyes on you to defeat you.


Prerequisites: Earthbender
You have learned to see with your feet. You leave
them bare and place them on the ground to literally feel your opponents movement. You dont
need to see a thing in order to fight, in fact vision
just distracts you at this point.
SEISMIC

ADEPT

PATH

FEATURES


Seismic Vision (11th Level): You gain
tremorsense 5.

Seismic Sense (11th Level): You gain a
+5 to perception checks to detect movement in
contact with the ground.

Seismic Action (11th Level): When you
use an action point to take an extra action, enemies you can see with your tremorsense are
knocked prone.

Seismic Superiority (16th Level): Enemies that you can see with your tremorsense
cannot gain combat advantage against you or
your watched ally.
SEISMIC

ADEPT

TECHNIQUES

Roundabout Shockwave

Seismic Adept

Attack 10
You cause a ripple in the earth to appear behind an enemy, pulling them closer to you.
Encounter Elemental, Implement
Standard Action Area burst 1 with 10 squares.
Target: Each enemy within burst.
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier damage and
the target is pulled up to 5 squares.
Special: You gain a +2 to this attack if you can
sense the target with tremorsense.

You close your eyes and focus on the seismic


sense you learned from studying the Badgermoles.
Daily Elemental
Minor Action
Personal
Effect: You are blinded and you gain tremorsense 15 until the end of the encounter. You may
end this effect as a free action

Earthquake

Seismic Adept Attack 20


You focus all of your technique to deliver the
ultimate attack, the unbridled power of the
shuddering earth.
Daily Elemental, Implement
Standard Action Close burst 5
Target: Creatures within burst.
Attack: Constitution vs. Fortitude.
Hit: 4d10 + Strength modifier and the target is
knocked prone.
Miss: The target is knocked prone.
Special: You gain a +2 to this attack if you can
sense the target with tremorsense.

STUDENT OF THE BADGERMOLE


They dont talk, but theyre great teachers!
Prerequisites: Earthbender
Youve created and based a few of your earthbending techniques off of the lore of badgermoles, mystical and powerful creatures said to
have created earthbending. The earth for you is
as useful and accessible as water. You can burrow and dig effortlessly and can do the same for
your friends and enemies.
STUDENT OF THE
PATH FEATURES

BADGERMOLE


Grounding Criticals (11th Level): When
you score a critical on a creature, they are immobilized until the end of your next turn.

Burrowing Action (11th Level): When
you spend an action point to take an extra action,
you may burrow at your speed + 2 as a free action.

Take the Dive (16th Level): When you
use your move action to shift, you instead teleport
1 square.

33

STUDENT OF
TECHNIQUES

THE

BADGERMOLE

Shaking Stomp Student of the Badgermole


Attack 10
You stomp the ground and a wayward enemy is
engulfed by the earth.
Encounter Elemental, Implement
Standard Action Melee touch
Target: One creature.
Attack: Constitution vs. Reflex
Hit: 2d10 + Constitution modifier damage and
the target is dazed and immobilized until the
end of your next turn.

Get Over Here! Student of the Badgermole

Utility 12
Your ally sinks into the ground and emerges
right next to you.
Daily Elemental
Move Action
Close burst 5.
Target: One watched ally within range.
Effect: The ally teleports to a space adjacent to
you.

Dangerous Emergeance

Student of the

Badgermole Attack 20
You burrow into the ground then come up,
showering your enemies with rocks and debris
from below.
Daily Elemental, Implement
Standard Action Close burst 2
Target: Enemies within burst.
Attack: Wisdom vs. Fortitude
Hit: 4d6 + Constitution modifier damage and
the target is dazed (save ends).
Miss: Half damage.
Special: You may burrow your speed without
provoking any opportunity attacks before using
this attack.

34

FIREBENDER
Learn to control the flame, lest it consume you.
CLASS TRAITS
Role: Striker. Fire is the element of power, consisting of overpowering force tempered by the unflinching will to accomplish tasks and desires. You wield it
as a weapon.
Source: Elemental. Firebenders draw their power
from the sun and other cosmic entities with ancient
techniques learned from the oldest dragons.
Key Abilities: Dexterity, Charisma, Constitution.
Armor Proficiencies: Cloth, Leather, Hide, Chainmail.
Weapon Proficiencies: Simple melee, simple
ranged, military melee.
Implement: Ki Focuses, weapons that you are
proficient with.
Defense Bonus: +2 Reflex.
Hit Points at 1st Level: 13 + Constitution score.
Hit Points for each Level gained: 5.
Healing Surges: 7 + Constitution Modifier.
Trained Skills: From the class skills list below,
choose four trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Bluff
(Cha), History (Int), Intimidate (Cha), Perception
(Wis), Stealth (Dex), Streetwise (Cha).
Build Options: Harmonious firebender, raging
firebender.
Class Features: Source of Strength, Overwhelming Flame, Firebending

Firebending is the mystical power to control fire by


channeling ones emotional state to action, either
the harmony of ones soul or the rage of ones mind.
Practicioners of Firebending use quick and successive attacks and very few defensive technique,s,
making the firebender an almost completely offensive force on the field of battle.
Firebending, however it is accomplished, is about
decisively acting on ones desires or goals. Some
Firebenders do so by becoming one with the harmony of life, treating the flame as a living, breathing thing. Others use their anger as a source of
destructive power, a crude but effective path.

35

CREATING

FIREBENDER

Firebenders come in two different ways, both with


different strategies and philosophies.
HARMONIOUS

FIREBENDER

The element of fire is a pure one. It has the power


to take life, but it also has the power to allow rebirth. When using your abilities, you keep a centered
breath, channeling the flames of the Dragon to ensure
you and yours safety. Make Dexterity your highest
stat, as thats what you attack with.Make Constitution
your secondary stat, to help you keep a measured
breath in the heat of battle. Charisma should be your
third stat, as you are still the brightest presence in a
fight.
Suggested Feat: Harmonious Backlash
Suggested Skills: Arcana, Bluff, History, Streetwise.
Suggested At-Will Powers: Piece of Fire, Pyro Kick
Suggested Encounter Power: Sniping Flame
Suggested Daily Power: Enveloping Flares
RAGING

FIREBENDER

You have no qualms about your Firebending powers


to destroy your enemies. The art of Firebending is
used to raze fields, burn corpses, and destroy the
will of your enemies. You often capitilize on your
powers, influencing others through intimidation and
coercion. Make Dexterity your primary stat, it decides just how destructive you can be. Make Charisma your secondary stat, to strike fear into your
enemies. Make Constitution your third stat, so you
can calm yourself after the battle is over.
Suggested Feat: Blue Fires Rage
Suggested Skills: Arcana, Intimidate, Perception, Streetwise
Suggested At-Will Powers: Bursting Slash,
Advancing Flame
Suggested Encounter Power: Heeldrop Burst
Suggested Daily Power: Flaming Palms

CLASS
SOURCE

FEATURES
OF

STRENGTH

Firebending is a martial art that relies on building


yourself up, progressively growing in power as the
battle goes on. As you fight, your Source of Strength
damage increases. You start out dealing 0 extra
damage with each attack. Depending on your build,
your extra damage increases when you perform

36

certain actions. Your maximum Source of Strength


damage is equal to 4 + your Constitution/Charisma
modifier (for Harmonious or Raging respectively).
This increases to 6 + Constitution/Charisma at 11th
level and 8 + your Constitution/Charisma at 21st
level. Your Source of Strength damage resets to 0 at
the end of the encounter.
Harmonious: You breathe deeply, finding the eternal
flame within yourself. Once per round, you may sacrifice your minor action to increase your extra Source
of Strength damage by one. This is culumative.
Raging: You use your anger to fuel your firebending. Once per round when you hit a target
with an attack with the fire keyword, increase the
amount of extra damage by 1. This is cumulative.
OVERWHELMING

FLAMES

Some say that firebenders bend the very fires


that dragons expel. Because of the nature of this
element, firebenders can blast through the defences of supposedly flame resistant creatures.
Reduce the resistance to fire of any creature you
attack by 5. At paragon tier, this increases to 10
and at epic tier, this increases to 15.

FIREBENDER

POWERS

A firebender uses techniques in battle. They often take


the form of Katas, recited and heavily practiced strings
of kicks, punches and steps.

Firebending

Firebender Class Feature


You have studied fire, and can call it from the
air itself.
At-Will Elemental
Minor Action
Ranged 2
Effect: You may do any one of the following:
Move a burst of flame the size of a campfire
from one point in range to another.
Produce a burst of flame up to the size of a
campfire within range.
Lower or raise the rate at which fire burns,
from a flickering ember to a raging bonfire.
Mold a campfire sized burst of flame within
range into any shape until the end of your next
turn.
Special: Nothing you create with this technique
can deal damage, serve as a weapon or tool, or
hinder another creatures action. This technique
cannot duplicate the effect of any other power.
(Of course, DMs discretion.)

LEVEL

AT WILL

TECHNIQUES

Advancing Flame

Firebender Attack 1
With a sudden burst of quick shots of fire, you
force your opponent back.
At-Will Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 1[W] + Dexterity modifier fire damage and
you push the target 1 square. You may shift into
the square it previously occupied.
21st Level: 2[W] + Dexterity modifier damage.
Breath of the Dragon Firebender Attack 1
With a mighty breath, you expel flames from
your mouth.
At-Will Elemental, Fire, Implement
Standard Action Close blast 3
Target: Each creature in blast.
Attack: Dexterity vs. Reflex.
Hit: 1d6 + Dexterity modifier fire damage.
21st Level: 2d6 + Dexterity modifier damage.

Bursting Slash

Firebender Attack 1
You connect your weapon to your target and
flames splash on his friend.
At-Will Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 1[W] + Dexterity modifier fire damage and
a enemy adjacent to the target takes Dexterity
modifier damage.
21st Level: 2[W] + Dexterity modifier damage.
Piece of Fire
Firebender Attack 1
You punch forward and deal out a burst of fire.
At-Will Elemental, Fire, Implement
Standard Action Range 10
Target: One creature.
Attack: Dexterity vs. Reflex.
Hit: 1d10 + Dexterity modifier fire damage.
21st Level: 2d10 + Dexterity modifier damage.
Special: You may use this as a basic ranged
attack.

Pyrokick

Firebender Attack 1
Kicking downwards, a line of fire releases from
your body and scourges your enemies.
At-Will Elemental, Fire, Implement
Standard Action Line 4
Target: Each creature in line.
Attack: Dexterity vs. Reflex.
Hit: 1d6 + Dexterity modifier fire damage.
21st Level: 2d6 + Dexterity modifier damage.
LEVEL

ENCOUNTER

TECHNIQUES

Flame Wheel

Firebender Attack 1
With a circular gesture, you construct a wheel
of fire and send it off.
Encounter Elemental, Fire, Implement
Standard Action Wall 3 within 5.
Target: Each creature within wall.
Attack: Dexterity vs. Reflex.
Hit: 1d8 + Dexterity modifier fire damage.
Harmonious: You may repeat this attack on
your next turn.
Heeldrop Burst
Firebender Attack 1
You jump into the air and slam a heel into the
ground, exploding in flames.
Encounter Elemental, Fire, Weapon
Standard Action Close burst 1
Target: One or two creatures in burst.
Attack: Dexterity vs. AC.
Hit: 1[W] + Dexterity modifier fire damage and
the target is knocked prone.
Special: You may slide 3 squares before this
attack.
Swinging Chain
Firebender Attack 1
You manifest a long string of fire and swing it
around yourself, disrupting the enemies formations.
Encounter Elemental, Fire, Implement
Standard Action Close burst 1
Target: Each enemy in burst.
Attack: Dexterity vs. Fortitude.
Hit: 1d6 + Dexterity modifier fire damage and
the target is pushed 1 square.
Raging: The target is pushed a number of
squares equal to your Charisma modifier.

37

LEVEL

DAILY

TECHNIQUES

Enveloping Flares

Firebender Attack 1
You stomp your foot and flames swallow your
foe.
Daily Elemental, Fire, Implement
Standard Action Range 10
Target: One or two creatures.
Attack: Dexterity vs. Reflex.
Hit: 3d6 + Dexterity modifier fire damage and
the target takes 5 ongoing fire damage (save
ends).
Miss: Half damage and the target takes 2 ongoing fire damage (save ends).
Raging: On a miss, you may deal 3d6 + Dexterity modifier fire damage instead of half damage with ongoing 2 damage.

Flaming Palms

Firebender Attack 1
Your hands become enveloped in intense fire
and you strike your opponents chest with both
palms simultaneously.
Daily Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 3[W] + Dexterity modifier fire damage and
the target is knocked prone.
Miss: Half damage and the target is pushed 1
square.
FIREBENDER OVERVIEW
Characteristics: Firebenders can be as
everchanging and erratic as the element they
control. Some are rash, some philosophical,
some destructive, some respectful.
Religion: As with other benders, deties dont
have much sway over the firebenders. They
are respectful of spirits and cosmic beings
(as they gain their power from them), especially the sun. Logically, it would make
the best sense for a firebender to adhere to
Pelor.
Races: Savage races make great firebenders, such as bullywugs and gnolls. Though
civilized races, such as half-elves and dragonborne, also make great firebenders.

38

Wildfire Dance

Firebender Attack 1
With a few hand waves and a stance, the area
around you flares.
Daily Elemental, Fire, Implement
Standard Action Close burst 1
Target: Each creature in burst.
Attack: Dexterity vs. Reflex.
Hit: 2d10 + Dexterity modifier fire damage.
Effect: Until the end of your next turn, if the
target ends their turn adjacent to you, they take
2d6 fire damage.
Special: If a creature starts their turn adjacent
to you, they take 1d10 fire damage.
Harmonious: The target is immobilized until
the end of your next turn.
LEVEL

UTILITY

TECHNIQUES

Balance of the Body

Firebender Utility 2
You seek harmony in all things, including yourself.
Daily Elemental
Move Action
Personal
Effect: Make a saving throw against each effect on you with a bonus equal to your Constitution modifier.

Blue Fire Scorch

Firebender Utility 2
Your flames turn bright blue as you focus your
power.
Encounter Elemental
Minor Action
Personal
Effect: Until the end of your next turn, you add
a +2 to both attack and damage rolls.

Speed of Light

Firebender Utility 2
You move like the fire itself, leaping and hopping towards your target like a series of sparks.
Encounter Elemental
Move Action
Personal
Effect: You shift your speed + 3.

LEVEL

ENCOUNTER

Combustion Burst

TECHNIQUES

Firebender Attack 3
Closing your eyes, you picture your enemies
exploding. And they do.
Encounter Elemental, Fire, Implement
Standard Action Area burst 1 within 5
Target: Each creature in burst.
Attack: Dexterity vs. Reflex.
Hit: 2d6 + Dexterity modifier fire damage.
Harmonious: Allies within this burst gain your
Constitution modifier to Reflex for this attack.

Spitfireball

Firebender Attack 3
You rear your head back and spit a parcel of
fire.
Encounter Elemental, Fire, Implement
Standard Action Range 5
Target: One creature.
Attack: Dexterity vs. Reflex.
Hit: 2d8 + Dexterity modifier fire damage. If the
target leaves its current square, it takes 2d8
damage.

Straightpunch

Firebender Attack 3
You step through the fray and plant a fist into
their chest, sending them back in a burst of fire.
Encounter Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 2[W] + Dexterity modifier fire damage and
you push the target 1 square.
Raging: You may slide them a number of
squares equal to your Charisma modifier.
Effect: Before the attack, you may slide your speed.

LEVEL

DAILY

TECHNIQUES

Flaming Blade

Firebender Attack 5
Brandishing your weapon, you light it with flame
and slash forward.
Daily Elemental, Fire, Weapon
Standard Action Path 3
Target: Each creature within path.
Attack: Dexterity vs. AC.
Hit: 2[W] + Dexterity modifier fire damage and
the target is immobilized until the end of your
next turn.
Raging: You gain threatening reach until the
end of your next turn.
Miss: Half damage.

Warmth of the Sun

Firebender Attack 5
Increasing your body heat, you become a mini
sun.
Daily Elemental, Fire, Implement
Standard Action Close burst 2
Target: One, two, three, four, or five creatures.
Attack: Dexterity vs. Fortitude.
Hit: 2d6 + Dexterity modifier fire damage and the
target takes 5 ongoing fire damage (save ends).
Harmonious: You may add your Constitution
modifier to the ongoing damage.
Miss: The target has vulnerable 5 fire damage
until the end of your next turn.

Wandering Dragon

Firebender Attack 5
You craft a dragon out of fire and send it flowing across the battlefield.
Daily Elemental, Fire, Implement
Standard Action Wall 3 within 10
Target: Each creature within wall.
Attack: Dexterity vs. Reflex.
Hit: 2d8 + Dexterity modifier fire damage and is
dazed until the end of your next turn.
Miss: The target is immobilized until the end of
your next turn.

LEVEL

UTILITY

TECHNIQUES

Concentrated Rage

Firebender Utility 6
Your emotions are in control, your power is
limitless!
Daily Elemental
Move Action
Personal
Effect: Consider your Source of Strength to be
maximized for the next attack you use.

Daggers of Flame

Firebender Utility 6
You shroud your weapon in great flames.
Daily Elemental, Fire,
Move Action
Personal
Effect: You deal an extra 3 fire damage on melee attacks until the end of the encounter.

Lifting Boost

Firebender Utility 6
With a blast of fire, you launch into the air.
Encounter Elemental
Move Action
Personal
Effect: You make an Athletics check to jump
with a +10 bonus.

LEVEL

ENCOUNTER

TECHNIQUES

Dragons Kata

Firebender Attack 7
You wheel around in a kick then a swift and
powerful punch.
Encounter Elemental, Fire, Weapon
Standard Action Close burst 1
Target: One or two creatures.
Attack: Dexterity vs. AC.
Hit: 2[W] + Dexterity modifier fire damage.
Make a secondary attack.

Secondary Target: One creature.

Secondary Attack: Dexterity vs. Fortitude.

Hit: 1[W] + Dexterity modifier fire damage and the target falls prone.
Raging: You gain a power bonus to the secondary attack equal to your Charisma modifier.

39

Flaming Hurricane

Firebender Attack 7
You use the momentum of your movement to
land a kick.
Encounter Elemental, Fire, Weapon
Standard Action Melee weapon
Special: You may shift half your speed and
perform the following attack against two targets.
Raging: You may perform this attack on a
number of targets equal to 2 + your Charisma
modifier.
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 1[W] + Dexterity modifier fire damage.
Sniping Flame
Firebender Attack 7
You throw a punch with your fingers outstretched creating a flaming missile.
Encounter Elemental, Fire, Implement
Standard Action Range 10
Target: One creature.
Attack: Dexterity vs. Reflex, two attacks.
Hit: 1d10 + Dexterity modifier fire damage. The
target takes ongoing 5 fire damage (save ends)
if both attacks hit.
Harmonious: You gain a +2 to attack rolls for
this attack.

LEVEL

DAILY

Razing Path

TECHNIQUES

Firebender Attack 9
You bring your hands up and a path of fire
erupts before you.
Daily Elemental, Fire, Implement
Standard Action Path 5
Target: Each creature within path.
Attack: Dexterity vs. Fortitude.
Hit: 2d8 + Dexterity modifier fire damage and
the target takes ongoing 10 fire damage (save
ends both).
Miss: The target takes ongoing 10 fire damage
(save ends).

40

Shifting Manuevers

Firebender Attack 9
You run forward, making swift and powerful attacks as you go.
Daily Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 3[W] + Dexterity modifier fire damage and
10 ongoing fire damage (save ends).
Special: You may shift half your speed before
or after the attack.
Effect: You may use the following attack
against the target.

Attack: Dexterity vs. AC, two attacks.

Hit: 1[W] + Dexterity modifier damage.
Raging: Each time you hit the target with this
power, you may increase your current Source
of Strength by one.
Wrapping Flames
Firebender Attack 9
You unleash and tighten a rope of fire around
your foe.
Daily Elemental, Fire, Implement
Standard Action Range 10
Target: One creature.
Attack: Dexterity vs. Fortitude.
Hit: 3d8 + Dexterity modifier fire damage and
the target is immobilized (save ends).
Special: Every failed save causes 1d10 damage.
Harmonious: Until the end of your next turn,
the target takes a penalty to saving throws
against this effect equal to your Constitution
modifier. This effect can be sustained as a
move action.
LEVEL

10

UTILITY

Inner Warmth

TECHNIQUES

Firebender Utility 10
Wrestling with an opponent, you calmly touch
his metal armor and heat it up, cooking him for
a moment.
Encounter Elemental
Move Action
Personal
Special: You must be grabbed to use this
power.
Effect: You escape and the target who was
grabbing you takes 5 ongoing fire damage
(save ends).

Thirsty Charge

Firebender Utility 10
Your rage notwithstanding, you dart around
combatants to reach your enemy.
Daily Elemental
Minor Action
Personal
Effect: You may slide 2 + your Dexterity modifier.
Special: If you end this slide adjacent to an
enemy, you may add 1 point to your Source of
Strength.

Transfer Blessing

Firebender Utility 10
With a deep breath, you temporary share your
energy with a friend.
Encounter Elemental
Minor Action
Range 5
Target: One ally.
Effect: The target gains resist 5 + your Constitution modifier fire until the end of your next turn.
LEVEL

13

ENCOUNTER

TECHNIQUES

Practiced Kata

Firebender Attack 13
You once thought that learning katas and forms
only served to please your master. Not anymore.
Encounter Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier fire damage. Shift
3 squares and make the secondary attack.
Secondary Target: One creature.
Secondary Attack: Dexterity vs. AC
Secondary Hit: 2[W] + Dexterity modifier fire
damage and the target is knocked prone.

Scattered Flames

Firebender Attack 13
You hold a ball of fire in your cupped hand and
gently blow on it, scorching your foes.
Encounter Elemental, Fire, Implement
Standard Action
Close burst 3
Target: One, two, or three creatures.
Attack: Dexterity vs. Reflex
Hit: 2d6 + Dexterity modifier fire damage.
Harmonious: The target also takes your Constitution modifier damage.

Searing Bolt

Firebender Attack 13
Your fire is so hot that it obscures the vision of
your enemies, creating heat mirages around you.
Encounter Elemental, Fire, Implement
Move Action
Close blast 3
Target: Each creature within blast.
Attack: Dexterity vs. Fortitude.
Hit: 1d6 + Dexterity modifier damage and 5
ongoing fire damage (save ends).
Raging: You gain concealment until the end of
your next turn.
LEVEL

15

DAILY

TECHNIQUES

Fist of the Dragon

Firebender Attack 15
Each strike you land empowers you more and
more.
Daily Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC, two attacks.
Hit: 2[W] + Dexterity modifier fire damage.
Each time you hit the target, you may add 3
points to your Source of Strength. This cannot
go over your maximum amount of damage you
can deal with your Source of Strength.
Raging: Until the end of your next turn, you
have no maximum Source of Strength. When
this effect ends, if your Source of Strength was
above its normal maximum, it defaults to the
maximum.
Flame Tunnel Burst Firebender Attack 15
You shoot a stream of flame around your opponent and once theyre surrounded you hit them
with an explosive fireball, giving them nowhere
to run to.
Daily Elemental, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Dexterity +2 vs. Reflex
Hit: 4d8 + Dexterity modifier fire damage and
the target is immobilized (save ends).
Miss: Half damage.

41

Swallowing Flame

Firebender Attack 15
You surround your foe with fire, burning them
for an extended period of time.
Daily Elemental, Fire, Weapon
Standard Action Close burst 2
Target: Each creature within burst.
Attack: Dexterity vs. Fortitude.
Hit: 2d10 + Dexterity modifier damage.
Sustain Standard: Repeat the attack, taking off
a die of damage for each turn sustained.
Harmonious: This attack starts at 3d6 + Dexterity modifier damage.

LEVEL

16

UTILITY

TECHNIQUES

Hot Foot

Firebender Utility 16
You learned this prank as a child, now you use
it to distract your enemy.
Encounter Elemental, Fire
Minor Action
Melee touch
Effect: The target grants combat advantage to
you (save ends).

Passion of the Flame Firebender Utility 16

The fire that burns with you also burns inside of


you.
Daily Elemental
Minor Action
Personal
Effect: You may spend a healing surge, instead
of healing you you may end one effect that a
save can end. In addition, you gain a +2 bonus
to your defenses until the end of your next turn.

Solar Flare

Firebender Utility 16
You create a burst of fire so bright that it blinds
your enemies.
Encounter Elemental, Fire
Minor Action
Close burst 1
Effect: Enemies in the burst are blinded until
the end of your next turn.

42

LEVEL

17

ENCOUNTER

TECHNIQUES

Burning Sidehook

Firebender Attack 17
Wreathing your fist in flame, you slam it against
the side of your opponents face.
Encounter Elemental, Fire, Weapon
Immediate Interrupt
Melee weapon
Trigger: You are attacked.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3[W] + Dexterity modifier fire damage, and
you slide the target one square and knock it
prone.

Erupting Fires

Firebender Attack 17
With a stomp you cause red hot fire to burst
from the ground below your opponent.
Encounter Elemental, Fire, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier fire damage and
the target takes ongoing 5 fire damage (save
ends).
Raging: Push the target a number of squares
equal to your Dexterity modifier.

Proximity Blast

Firebender Attack 17
You explode with white hot fury, burning yourself and enemies that are close to you.
Encounter Elemental, Fire, Implement
Standard Action Close burst 1
Target: Creatures within burst
Attack: Dexterity vs. Reflex
Effect: You take damage equal to your current
Source of Strength damage.
Hit: 3d8 + Dexterity modifier damage plus your
current Source of Strength damage, this is in
addition to the Source of Strength damage you
deal with every attack.
Harmonious: You take damage equal to half
your current Source of Strength damage.

LEVEL

19

DAILY

TECHNIQUES

Blast Furnace

Firebender Attack 19
You burn as hot as you possibly can, but the
fire is to hot to control, and you must spend a
time cooling it down or be burned as well.
Daily Elemental, Fire, Implement
Standard Action Close blast 3
Target: Creatures within blast
Attack: Dexterity vs. Reflex
Hit: 6d10 + Dexterity modifier fire damage.
Miss: Half damage.
Effect: You take 6d10 damage at the end of
your next turn. If you spend a standard action,
reduce this damage by 3d10. If you spend a
move action, reduce this damage by 2d10. If
you spend a minor action, reduce this damage
by 1d10.

Dragons Bite

Firebender Attack 19
There are few attacks more devastating than
the bite of a dragon. This is perhaps the closest
a firebender can come to that.
Daily Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier fire damage.
Effect: Your next attack is considered a critical
on a roll of 19-20.
Raging: This attack is considered a critical attack on a roll of 19-20.

Snaking Dragon Strike Firebender Attack 19


After slashing your opponent a snaking blast of
flame charges through your other enemies.
Daily Elemental, Fire, Implement
Standard Action Melee touch
Target: One creature.
Attack: Dexterity vs. Fortitude.
Hit: 4d8 + Dexterity modifier fire damage.
Effect: Make a secondary attack.
Secondary Target: Creatures within Path 5
Secondary Attack: Dexterity vs. Reflex.
Secondary Hit: Enemies in Path 5 take 1d6 +
your current Source of Strength fire damage.
Harmonious: The secondary attack instead
targets enemies. Allies within with the secondary attacks path gain a number of temporary
hit points equal to your Source of Strength.

LEVEL

22

UTILITY

TECHNIQUES

Firewater

Firebender Utility 22
In a pinch, your firebending can be used to
create a boiling hot concoction that will get you
back on your feet.
Encounter Elemental
Minor Action
Personal
Effect: You gain temporary hit points equal to
you 10 + your Dexterity modifier. As long as
you have these temporary hit points, you gain a
+2 to saving throws.

Flame Shield

Firebender Utility 22
One of the more advanced firebending techniques, it involves letting flames burn mere
inches from your body, to singe your opponents, but leave you unharmed.
Daily Elemental, Fire
Minor Action
Personal
Effect: Until the end of the encounter creatures
that moves adjacent to you or starts its turn adjacent to you, takes fire damage equal to your
Charisma modifier.

Mirage

Firebender Utility 22
By heating the air around you, you make it hard
to tell precisely where you are.
Daily Elemental
Minor Action
Personal
Effect: You gain concealment until the end of
your next turn. You have total concealment for
the purposes of opportunity attacks that you
provoke moving out of a square adjacent to an
enemy.
Sustain Move: The effect persists.

LEVEL

23

ENCOUNTER

TECHNIQUES

Full Stomach

Firebender Attack 23
No amount of Lemon Ginger Tea will quell this
heartburn.
Encounter Elemental, Fire, Implement
Standard Action Close blast 5
Target: Each creature within blast.
Attack: Dexterity vs. Fortitude.
Hit: 4d6 + Dexterity modifier fire damage and
the target is slid one square.
Harmonious: Allies within the blast are exempt
from this attack.

43

Path of Flames

Firebender Attack 23
Wreathing your fist in flame, you slam it against
the side of your opponents face.
Encounter Elemental, Fire, Implement
Standard Action Line 5
Target: Each creature within line.
Attack: Dexterity vs. Reflex.
Hit: 2d6 + Dexterity modifier fire damage and
the target takes ongoing 10 damage (save
ends).

Splashing Fire

Firebender Attack 23
As you bring your weapon down, the residue of
fire splashes around him.
Encounter Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 3[W] + Dexterity modifier fire damage.
Each adjacent creature to the target, excluding you, take a number of fire damage equal to
your current Source of Strength damage.
Raging: Each creature adjacent to the target,
excluding you, take your Source of Strength fire
damage.
LEVEL

25

DAILY

Burning Weapon

TECHNIQUES

Firebender Attack 25
Your weapon is coated with fire as you strike,
even after the fire disapates your weapon remains heated.
Daily Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier fire damage.
Effect: Until the end of the encounter, attacks
against the target you make with the weapon
keyword deal an additional 1[W] fire damage.
Raging: The target takes ongoing damage
equal to your Constitution modifier.

44

Flameseed

Firebender Attack 25
You dont plant one seed to grow a plant, and you
dont use one speck of fire to destroy your foe.
Daily Elemental, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Dexterity vs. Reflex (4 attacks)
Hit: If one attack hits; 2d10 + Dexterity modifier
fire damage. For every additional attack that
hits, deal 1d10 extra fire damage.
Harmonious: When you miss with one of these
attacks, you gain a +2 to the next attack roll.
Pyre Flame Touch
Firebender Attack 25
Your hands are coated in flame, with a touch
you immolate your opponent.
Daily Elemental, Fire, Implement
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier fire damage and
the target takes ongoing 20 fire damage (save
ends)
Aftereffect: The target takes ongoing 10 fire
damage (save ends)

LEVEL

27

ENCOUNTER

Flames Pass

TECHNIQUES

Firebender Attack 27
With a well-delivered kick, you fling an enemy
back into a group of his friends.
Encounter Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 3[W] + Dexterity modifier damage and
the target is slid 5 squares. Any creature that
is adjacent to it at the end of the movement
takes damage equal to your current Source of
Strength damage.
Raging: You may shift your speed and make
a basic melee attack against the target as a
free action. You may not add your Source of
Strength to this attack. If you hit with the secondary attack, enemies adjacent to the target
take damage equal to your Source of Strength.

Inferno Strike

Firebender Attack 27
With a flip and series of consecutive kicks you
create a fire around your opponent that erupts
upward, burning them to a crisp.
Encounter Elemental, Fire, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 4d8 + Dexterity modifier fire damage and
the target is vulerable 10 fire (save ends).
Harmonious: Each ally within 5 squares gains
temporary hit points equal to your current
Source of Strength.

Rise in Flame

Firebender Attack 27
Wreathed in fire, you stand up and your enemy
falls.
Encounter Elemental, Fire, Weapon
Free Action Melee weapon
Trigger: You stand up from prone, use your
second wind, or are reduced to 0 hit points.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Strength modifier fire damage, and
the target is knocked prone and stunned until
the end of your next turn.
Effect: You gain temporary hit points equal to
your current Source of Strength.
LEVEL

29

DAILY

Fire Tempest

TECHNIQUES

Firebender Attack 29
You release all your rage on a single opponent,
incinerating them.
Daily Elemental, Fire, Implement
Standard Action Ranged 10
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 6d10 + Dexterity modifier damage and
the target is trapped in your fire tempest (save
ends). As long as they are trapped in your fire
tempest, you may deal 1d10 damage to them
by spending a minor action.
Miss: Half damage.

Flame of Tranquility Firebender Attack 29

For the duration of the attack, you maintain a


neutral chi and for a split second, you become
one with the flame you control.
Daily Elemental, Fire, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Dexterity vs. Reflex.
Hit: 6d8 + Dexterity modifier damage. Pick five
creatures within five squares of the target. They
take 4d8 damage.
Miss: Half damage. Pick five creatures within
five squares of the target. they take 2d8 damage.
Harminious: Before you deal your Source of
Strength damage and after you resolve the attack, multiply your Source of Strength damage
by the number of creatures that took damage
as a result of this attack. You may distribute
this damage as you see fit amongst the creatures you hit. This effect replaces your normal
Source of Strength damage for this attack.

True Flame

Firebender Attack 29
You fire a blast of fire as pure as the breath
of the first dragons and bursting with all of the
colors of the rainbow.
Daily Elemental, Fire, Implement
Standard Action Close blast 3
Target: Each creature within blast.
Attack: Dexterity +2 vs. Reflex
Hit: 6d10 + Dexterity modifier fire damage. This
attack ignores any resistances or immunities.
Miss: 6d10 + Dexterity modifier fire damage.

45

PARAGON
BLUE

FIRE

PATHS

ADEPT

You burn with rage, I burn with passion.


Prerequisites: Firebender
You are not an average firebender. You have
accumulated years of training and mastered the
subtle art of the blue flame. Your attacks burn
hotter than those of the dragons, and yet they
are more precise than those of the great Yu Yan
Archers.
BLUE

FIRE

ADEPT

PATH

FEATURES


Blue Flames (11th Level): When you firebend your fire is so hot that its blue. When you
miss with a Firebender or Blue Flame Adept Daily
attack power that doesnt have a miss effect you
deal damage equal to half of your current extra
damage from the Source of Strength class feature.

Precision Action (11th Level): When
you spend an action point to take make an extra
attack action that attack deals an additional 1d10
force damage.

Blue Blaze (16th Level): Your firebending
is so precise its scary. When you make a Firbending attack that affects multiple squares, you
may use a minor action to select any number of
those squares to remain unnaffected.
BLUE

FIRE

Azure Inferno

ADEPT

TECHNIQUES

Blue Fire Adept Attack 10


You have refined your blaze to move precisely
where you want it to, and no where else.
Encounter Elemental, Implement, Fire
Standard Action Range 10
Target: One, two or three creatures.
Attack: Dexterity vs. Reflex
Hit: 2d6 + Dexterity modifier damage.

46

Flame Jets

Blue Fire Adept Utility 12


You propel yourself into the air by firebending
underneath yourself.
Encounter Elemental, Fire
Minor Action
Personal
Effect: You gain a fly speed equal to your land
speed until the end of your next turn.
Sustain move: You fly your speed.
Special: If you have used a firebender or blue
fire adept Encounter or Daily attack power this
turn, increase your fly speed by +2.

Pinwheel Attack Blue Fire Adept Attack 20


You create a series of firey rings and hurl them
at your opponent.
Daily Elemental, Implement, Fire
Standard Action Range 10
Target: One, two or three creatures.
Attack: Dexterity vs. Reflex
Hit: 3d6 + Dexterity modifier damage and
the target takes ongoing 5 fire damage (save
ends).

DRAGON

OF

THE

WEST

Do you know why they call me the Dragon of the


West, I wont bore you with a story, its more of a
demonstration.
Prerequisites: Firebender
Firebending was first practiced by the dragons.
When the knowledge was passed onto the mortal
races they grew arrogant and claimed it as their
own. You practice a form of firebending based on
the breath of dragons, both out of respect and
efficacy.
DRAGON OF
FEATURES

THE

WEST

PATH


Breath of the Dragon (11th Level): When
you use firebending based on the works of dragons, it is particularly effective. You gain a +2 class
bonus to damage when using Firebending attacks with an area of close blast.

Stance of the Dragon (11th Level): Your
stance helps channel the power of your attacks.
If you havent moved since your last turn, attacks
with an area of close blast deal an additional 1d6
damage.

Ocean of Chi (16th Level): The stomach is often


called the sea of chi, yours is more like a vast
ocean. You may increase the blast of a Firebender or Dragon of the West attack by one square by
spending a minor action.
DRAGON OF THE
TECHNIQUES

WEST

Breath of the Great Dragon Dragon of the


West Attack 10
You take a deep breath and exhale incinerating
enemies in front of you.
Encounter Elemental, Implement, Fire
Standard Action Close blast 4
Target: Creatures within blast.
Attack: Dexterity vs. Reflex
Hit: 2d6 + Dexterity modifier damage and ongoing 5 fire damage (save ends).

Tea to Calm the Spirit

Dragon of the
West Utility 12
You always keep a cup of tea handy, even in
the middle of battle.
Daily Elemental
Standard Action Personal
Effect: You gain temporary hit points equal to
your Constitution modifier. The first time you
use a firebending attack with an area of close
blast before then end of your next turn you may
make a saving throw.

Blaze of the Last Dragon

Dragon of the
West Attack 20
Breath is the center of your power and when
you are pushed to your last breath you make
sure to take your enemy with you.
Daily Elemental, Implement
Immediate Interrupt
Close blast 5
Trigger: You are reduced to 0 hit points by an
attack.
Attack: Dexterity +2 vs. Reflex
Target: Creatures within in blast.
Hit: 6d6 + Dexterity modifier damage and ongoing 10 fire damage (save ends).
Miss: 2d6 + Dexterity modifier damage and ongoing 5 fire damage (save ends).make a saving
throw.

FIRE

BERZERKER

Fire is pasion, fire is violence, fire is power!


Prerequisites: Firebender, Raging Source of
Strength
Some people think that firebending is about
control, harmony and stability, you know that the
opposite is true. When you first started firebending your anger got in the way of your control but
now it is an asset. You can push yourself one
step beyond where the other benders go and lose
yourself in the blaze.
FIRE

BERZERKER

PATH

FEATURES


Blazing Charge (11th Level): When you
charge you deal Constitution modifier fire damage to any creatures that make opportunity attacks against you during your charge.

Raging Action (11th Level): When you
spend an action point to make an extra attack
action, you may double the extra damage from
your source of strength for that attack. If you do,
return your extra damage to 0 after the attack is
resolved.

Rage of the Dragon (16th Level): When
you are first bloodied, increase the extra damage
from your source of strength by 4. 2 and you cant
go over your maximum Source of Strength damage.
FIRE

BERZERKER

TECHNIQUES

Meteor Jumpkick

Fire Berzeker Attack 10


You make a running jump and surround yourself by flame blazing into your enemy.
Encounter Elemental, Weapon, Fire
Standard Action Melee weapon
Target: One creature.
Attack: Dexterity vs. AC.
Hit: 2[W] + Dexterity modifier fire damage.
Special: You may use this as part of a charge
instead of a melee basic attack.

47

Fast Rage

Fire Berzerker Utility 12


You dont have time to get worked up.
Daily Elemental, Fire
Move Action
Personal
Effect: Increase the current extra damage from
your source of strength class feature
by 2.

Nova Rage

Fire Berzerker Attack 20


You bring your anger to the surface and convert
it into pure heat.
Daily Elemental, Implement, Fire
Standard Action Close burst 2
Target: Creatures in burst
Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifer fire damage.
Effect: Double the extra damage you deal from
your source of strength class feature
until the end of your next turn. At that point
return to 0.

FIREDANCER

The flame is as graceful as the dancer.


Prerequisites: Firebender, trained in Acrobatics

FIREDANCER

TECHNIQUES

Fire Masamune

Firedancer Attack 10
You draw out long whips of flame and swing
them around yourself.
Encounter Elemental, Implement, Fire
Standard Action Close burst 1
Target: Each creature within burst.
Attack: Dexterity vs. Reflex.
Hit: 2d10 + Dexterity modifier damage.

Enveloping Flames

Firedancer Utility 12
Finding yourself trapped, you seemingly disappear in a burst of fire.
Daily Elemental
Move Action
Personal
Target: Creatures in burst
Effect: Every creature adjacent to you grants
combat advantage until the end of your next
turn. You teleport 3 squares.

Summoning the Sun Firedancer Attack 20


You twist and twirl your firebending into a large
sun-like ball of flame.
Daily Elemental, Implement, Fire
Standard Action Close burst 2
Target: Creatures within in burst.
Attack: Dexterity vs. Fortitude.
Hit: 3d12 + Dexterity modifier damage and
the target takes ongoing 5 fire damage (save
ends).
Miss: Half damage.

You wield the power of fire with grace, bending


the flames to your will and making them your
own. You put on a show for all the world to see...
and you make it deadly. For you, firebending isnt
just a power. Its a dance.

LIGHTNINGBENDER

FIREDANCER

Firebending is only the beginning.

PATH

FEATURES


Synchronized Firebending (11th Level):
When you use your move action to shift, you gain
a +2 to damage to all Firebender and Firedancer
attack powers until the end of your turn.

Captivating Action (11th Level): When
you spend an action point to take another action, you may shift your speed. At the end of the
movement, you may deal your Source of Strength
damage to all creatures that are adjacent to you.

Jump Up and About (16th Level): When
stand up, cease being immobilized, or save from
being immobilized, you may shift half your speed
as a free action.

48

Prerequisites: Firebender
Some call Lightning The Cold Fire because to
bend it, you must wipe all emotions from your
mind. It takes great skill and precision to seperate the Yin and Yan of your chi, but when you do,
tremendous power is released when they reunite.
.
LIGHTNINGBENDER

PATH

FEATURES


Fight Fire with Lightning (11th Level):
Reduce the Lightning resistance of any creature
you attack by 10. This increases to 15 at epic tier.

Cold Fire Action (11th Level): Whenever
you spend an action point to make an attack that
has only 1 target, you may have that attack deal

lightning damage. If you do, increase the damage


dealt by 1d10.

Lightning Crush (16th Level): Whenever
you use a firebender or lightningbender attack
with the Lightning keyword, you may choose to
take a -2 penalty to the attack roll to increase the
damage dealt by 4.
LIGHTNINGBENDER

TECHNIQUES

Pinpoint Lightning

Lightningbender

Attack 10
Sometimes it is best to focus all of your
strength on on spot.
Encounter Elemental, Implement, Lightning
Standard Action Range 10
Target: One creature.
Attack: Dexterity vs. Reflex
Hit: 2d12 + Dexterity modifier lightning damage
and the target is stunned until the end of your
next turn.

Lightning Fury Lightningbender Utility 12


Though it takes a strong mind to bend lightning,
it takes an even stronger one to empower such
techniques with your emotions.
Encounter Elemental, Lightning
Free Action
Personal
Trigger: You use a firebender attack power
with only 1 target and the Fire keyword.
Effect: The attack loses the Fire keyword and
gains the Lightning keyword. In addition, it
deals 2d10 additional damage.

Lightning Strikes Twice Lightningbender

Attack 20
You fire two bolts of lightning in rapid succsession.
Daily Elemental, Implement
Standard Action Range 10
Target: One creature
Hit: 2d10 + Dexterity modifier damage and the
target is stunned until the end of your next turn.
Effect: Make a secondary attack against the
target.
Secondary Attack: Dexterity vs. Reflex
Secondary Hit: 2d10 + Dexterity modifier
damage.

MASTER

OF

THE

AGNI

KAI

A proper, honorable battle is fought one on one.


Prerequisites: Firebender
You are a warrior and that means you have
principles. You are willing to fight enemies with
the help of your allies, but a worthy foe must be
faced one on one. You are a vetaran of the Agni
Kai, a ritualized duel traditionally fought between
firebenders.
MASTER OF
FEATURES

THE

AGNI

KAI

PATH


Agni Kai (11th Level): As a free action
you may designate one opponent as your foe in
an Agni Kai. You may only change this once the
opponent is dead, unconcious, has given up or or
the encounter has ended. . When your foe in an
Agni Kai shifts, you may shift 1 square as a free
action.

Honorable Defense (11th Level): If you
fight unarmored or wearing Cloth armor Firebender and Master of the Agni Kai attacks deal additional damage equal to your Constitution modifier.

Finishing Blast (16th Level): When you
attack a prone enemy you deal additional damage equal to your Constitution modifier.
MASTER OF THE
TECHNIQUES

AGNI

KAI

Close Quarters Blaze

Master of the Agni



Kai Attack 10
You take advantage of the one on one nature
of your duel and burn your foe.
Encounter Elemental, Weapon, Fire
Standard Action Melee weapon
Target: One creature under your Agni Kai.
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.

49

Honor Bound

Master of the Agni



Kai Utility 12
The Agni Kai is more than just a mode of combat or a way of settling grievances. Once one is
engaged, you are honor bound to finish it.
Daily Elemental, Zone, Fire
Move Action
Personal
Effect: Until the end of the encounter or until
you change the creature that is under your Agni
Kai, you gain a +1 bonus to all defenses and
a +2 bonus to attacks. This effect immediately
ends if you target a creature other than yourself
or a creature that is under your Agni Kai with
any power.

Last Blast

Master of the Agni




Kai Daily 20
You leap towards your foe and hit them with a
blast so powerful it leaves you winded.
Daily Elemental, Weapon, Fire
Standard Action Melee weapon
Target: One bloodied creature under your Agni
Kai.
Attack: Dexterity vs. AC
Hit: 6[W] + Dexterity modifier fire damage and
you are dazed until the end of your next turn.
Miss: Half damage and your are immobilized
until the end of your next turn.

SUN

WARRIOR

You think your fire is impressive? My flames


have scorched the hides of dragons!
Prerequisites: Firebender, Harmonious Source
of Strength.
Everyone knows that that the first firebenders
were the dragons, but you are one of the few in
this generation who has sought their tutelage.
When you firebend your fire burns with all the
colors of the rainbow.
SUN

WARRIOR

PATH

FEATURES


Dragons Movement (11th Level): None
of your movement is wasted, you gain a +2 bonus
to defenses against opportunity attacks.

Flames of the Dragon (11th Level): Your
relationship with fire is completely reciprocal. You

50

gain resist fire 5. When your Source of Strength rises


above 5 in an encounter, increase your resistance at
the same rate.

Harmony of Soul (16th Level): Your
mind burns as steadily as the flames you control.
When you use any Firebender or Sun Warrior
powers you gain a +2 bonus to your Will defense
until the end of your next turn.
SUN

WARRIOR

TECHNIQUES

Perfect Flame

Sun Warrior Attack 10


You have refined the act of firebending to the
point of near perfection.
Encounter Elemental, Implement, Fire
Standard Action Melee touch
Target: One creature.
Attack: Dexterity vs. Reflex.
Hit: 4d6 + Dexterity modifier damage and you
gain temporary hit points equal to your Constitution modifier.

Harmonious Spirit

Sun Warrior Utility 12


You take a moment to center yourself.
Daily Elemental, Healing
Minor Action
Personal
Effect: You may make a saving throw. Until the
end of your next turn you do not provoke attacks of opportunity.

Dance of the Dragon Sun Warrior Attack 20

You control the flame and the flame guides you.


Daily Elemental, Weapon, Fire
Standard Action Melee weapon
Target: One, two, or three creatures.
Attack: Dexterity vs. AC.
Hit: 3[W] + Dexterity modifier fire damage and
you may spend a healing surge and you may
shift 5 squares and make a secondary attack.
Secondary Attack: Dexterity +2 vs. AC
Hit: 2[W] + Dexterity modifier fire damage
and you may make a saving throw and shift 5
squares and make a tertiary attack.
Tertiary Attack: Dexterity +3 vs. AC
Hit: 1[W] + Dexterity modifier damage and you
gain a +1 to all defenses until the end of your
next turn.

WATERBENDER
Flow like the water itself: steady and calm like a
stream and fierce and torrential like the storm.
CLASS TRAITS
Role: Leader. You use your bending powers to direct the chi inside your allies, healing wounds and
raising spirits. You can also push enemies around
and craft things out of ice to present advantageous
situation to allies.
Source: Elemental. The waterbenders gather their
power from the moon and its natural pull on the
oceans, directing the waters in the same way.
Key Abilities: Wisdom, Dexterity, Charisma.
Armor Proficiencies: Cloth, Leather, Hide.
Weapon Proficiencies: Simple melee, simple
ranged.
Defense Bonus: +1 Fortitude, +1 Will.
Hit Points at 1st Level: 12 + Constitution score.
Hit Points for each Level gained: 5.
Healing Surges: 7 + Constitution Modifier.
Trained Skills: Choose four skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha),
Endurance (Con), Heal (Wis), History (Int), Insight
(Wis), Nature (Wis).
Build Options: Torrential waterbender, calming
waterbender.
Class Features:Healing Waters, Moons Blessing, Flowing Strike, Waterbending
Waterbending is a calm and fluid style of bending.
Whereas other benders are quick, strong, and fast,
Waterbenders are smooth and steady, much like
the water itself.
Waterbenders gain their powers from the moon,
whose planetary orbit directs and the tides and
waves of the ocean. Binding their will with such
cosmic entities, they direct and pull the water.
They also concern themselves with the inner chi of
the body, healing wounds miraclously. They move
and concen trate the chi down paths within the
body, using water as a base for that power.
As a waterbender, you are concerned for the lives
of those around you. You can wade fearlessly into

51

battle, using abilities that are as versatile as your


element. Your attacks often have two effects, one
that deals damage and one that helps allies.

CREATING

WATERBENDER

Waterbenders can use their powers in many different ways, but can be generalized in two ways.
CALMING

WATERBENDER

Theres no need to be offensive with it. Being


calm and content, you bend the water with ease,
helping your allies and hindering your enemies.
Steady as the stream, complacent as the pond.
Make Wisdom your primary as it dictates your
powers. Make Charisma your secondary as youll
rely on it to remain calm in the heat of battle.
Make Dexterity your tertiary, to help you react
quickly to changes in the fight.
Suggested Feat: Calming Tides
Suggested Skills: Diplomacy, Heal, History,
Nature
Suggested At-Will Powers: Water Whip, Shielding Ice
Suggested Encounter Power: Freezing Ray
Suggested Daily Power: Chi Funnel
TORRENTIAL

HEALING

FEATURES
WATERS

You can heal your allies with a simple touch,


rapidly directing the chi in their body using water.
You gain the healing waters power.

MOON S

BLESSING

Choose one style of waterbending.


Torrential: Whenever an enemy bloodies an ally,
you may slow that enemy until the end of your
next turn as a free action.
Calming: Whenever an enemy bloodies an ally,
that ally may shift a number of squares equal to
your Charisma modifier towards you.
FLOWING

STRIKE

Your bending style is based on redirecting outside forces, whether your enemies hit you or miss
you, you can use it to your advantage. You gain
the flowing strike power.

WATERBENDER

Despite your calm demeanor, you direct the water


in overtly fierce ways, creating dangerous tidal
waves and torrential conditions. You intend to
drown your enemies and batter them with terrible
waves of water. Make Wisdom your highest stat
as it determines your general bending prowess.
Dexterity should be your second highest stat as
you need bursts of quickness to direct such terrible power. Charisma should be your third stat to
help you coax and control the chi of your allies.
Suggested Feat: Waters Extension
Suggested Skills: Athletics, Endurance, Insight,
Nature
Suggested At-Will Powers: Water Bullet, Waving Uppercut
Suggested Encounter Power: Wave of Water
Suggested Daily Power: Arctic Blast

52

CLASS

WATERBENDER OVERVIEW
Characteristics: Waterbenders are a calm
people, often thinking before they act. Whenever they have an ideal, they are passionate
about and often go out of their way to solve
problems related to it.
Religion: The first waterbenders replicated
the push and pull of the ocean caused by the
moon. Waterbenders respect these natural
forces above all else, the push and pull are
the yin yang that waterbenders use to understand the world.
Races: Because of their adherence to the
moon, shifters (especially razorclaw) make
stupendous waterbenders. Other races, such
as halflings, deva, and elves, also make
great waterbenders.

WATERBENDER

POWERS

A waterbenders powers are called techniques.


They are studied and emotional powers displayed
by Waterbenders.

Healing Waters

Waterbender Feature
The waters surrounding your hands glows
silver as you heal your ally.
Encounter (Special) Elemental, Healing
Minor Action
Melee touch.
(close burst 5 at 11th level, 10 at 21st level)
Target: You or one ally in range.
Effect: The target can spend a healing surge
and regain additional hit points equal to your
Wisdom modifier. The target may also make a
saving throw.
Level 6: 1d6 + Wisdom modifier additional hit points.
Level 11: 2d6 + Wisdom modifier additional hit points.
Level 16: 3d6 + Wisdom modifier additional hit points.
Level 21: 4d6 + Wisdom modifier additional hit points.
Level 26: 5d6 + Wisdom modifier additional hit points.
Special: You can use this power twice per encounter, but only once per round. At 16th level,
you can use this power three times per encounter, but only once per round.

Waterbending Waterbender Class Feature

You have learned how to manipulate water,


moving it, changing it from ice to steam, or
drawing it from your surroundings.
At-Will Elemental
Minor Action
Ranged 2
Effect: You may do any one of the following:
Move up to a gallon of water.
from any location within range to any other
location within range.
Produce up to a gallon of water from moisture
in the air, water in the ground or other inanimate sources.
Change the temperature of water within
range, boiling it or freezing it.
Mold up to a gallon of your element within
range into any shape until the end of your next
turn.
Special: Nothing you create with this technique
can deal damage, serve as a weapon or tool, or
hinder another creatures action. This technique
cannot duplicate the effect of any other power.
(Of course, DMs discretion.)

Flowing Strike

Waterbender Feature
You are as versatile as water itself, turning any
attack into an advantage for you and your allies.
At-Will Elemental, Implement
Free Action
Range 10
Trigger: An enemy targets you with a melee
attack.
Effect: The effect depends on whether the attack hits, or misses.
Hit: You or one ally within range gains a +1 to all
defenses against the attacking creature until the
end of your next turn. Increase the bonus to +2 at
11th Level, and +3 at 21st Level.
Miss: Choose an ally within range or yourself, they
gain a damage bonus to their first attack against
the attacking creature equal to your Dexterity or
Charisma modifier until the end of your next turn.
Special: You may not affect the same creature
with this power more than once in the same
round. When you create your character, choose
Dexterity or Charisma as the ability score you
use when giving damage bonuses with this
power. These two choices remain throughout
your characters life and do not change the
powers other effects.

LEVEL

AT WILL

TECHNIQUES

Bursting Geysers

Waterbender Attack 1
Lifting your arms, the ground cracks as water
explodes.
At-Will Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Enemies: 1d6 + Wisdom modifier damage.
Allies: Allies within the line get a +3 to their
next damage roll.
21st Level: 2d6 + Wisdom modifier damage.

Shielding Ice

Waterbender Attack 1
After blasting an enemy, you use the residue of
the water to protect an ally.
At-Will Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 2d4 + Wisdom modifier cold damage and
an adjacent ally to the target gains a number of
temporary hit points equal to your Wisdom
modifier + one half your level.
21st Level: 4d4 + Wisdom modifier damage.

53

Water Bullet

Waterbender Attack 1
You smash an enemy with a cascade of water.
At-Will Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 2d4 + Wisdom modifier damage and until
the end of your next turn, if the enemy moves
his full speed, he falls prone at the end of it.
21st Level: 4d4 + Wisdom modifier damage.

Greater Water Whip Waterbender Attack 1

Waving Uppercut

Wave of Water

Waterbender Attack 1
You raise your hands and a bolt of water lifts
up, connecting to the targets chin.
At-Will Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 1d8 + Wisdom modifier damage and one
ally of your choice does not provoke an attacks
of opportunity from moving from the target until
the end of their next turn.
21st Level: 2d8 + Wisdom modifier damage.
Water Whip
Waterbender Attack 1
With a crack, a stream of water lurches up and
knocks your opponent.
At-Will Elemental, Implement
Standard Action Line 2
Target: Each creature in line.
Attack: Wisdom vs. Reflex.
Enemies: 1d8 + Wisdom modifier damage.
Allies: Allies in line gain a +3 bonus to their
next attack.
21st Level: 2d8 + Wisdom modifier damage
and allies gain a +4 bonus to their next attack.

LEVEL

ENCOUNTER

Freezing Ray

TECHNIQUES

Waterbender Attack 1
You slide the water across the ground and it
connects with your target, freezing him. Nearby
allies are coated in a protective layer of ice.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Enemies: 1d8 + Wisdom modifier damage and the
target is immobilized until the end of your next turn.
Allies: Allies in line gain Temporary hit points
equal to 5 + your Wisdom modifier.
Calming: The temporary hit points are equal to
10 + Wisdom modifier.

54

Surging water into your whip, you crack it upside a foes head.
Encounter Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Reflex.
Hit: 1d8 + Wisdom modifier damage and an
ally adjacent to the target may make a basic
melee attack against the target.

Waterbender Attack 1
Pushing and pulling the water into a rhythm,
you crash a wave into your enemies.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Fortitude.
Enemies: 1d8 + Wisdom modifier damage and
the target grants combat advantage until the
end of your next turn
Allies: Allies in line gain a +2 bonus to all defenses until they are hit by an attack.
Torrential: The target is pushed a number of
squares equal to your Dexterity modifier.

FLOWING ATTACKS
Waterbender Attacks with the Flowing keyword are called Flowing Attacks,
because they can change from Offensive to
Defensive in nature depending on the flow of
the battle. Flowing Attacks can be
used as on the fly utilities, normal attacks or
half and half.
When you use a Flowing Attack against
a hostile creature, use the Attack entry to
determine if you hit, as normal. If you do, the
target takes the damage and other conditions
detailed in the Enemies entry.
If you target a friendly creature with a Flowing Attack, ignore the Attack entry, the ally
gains the positive conditions detailed in the
Allies entry. You may designate two enemy
targets for a Flowing Attack, two ally targets
or one of each. You may also choose to
reduce the area of a Flowing power by 1 and
effect yourself as per the allies entry.

LEVEL

DAILY

TECHNIQUES

Arctic Blast

Waterbender Attack 1
The ground underneath an enemy freezes and
he trips over himself trying to get away.
Daily Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Reflex.
Hit: 3d6 + Wisdom modifier damage and the
target is slid 1 square and immobilized (save
ends).
Torrential: The target is slid a number of
squares equal to your Dexterity modifier.
Icy Tracks
Waterbender Attack 1
You move water over the ground under your
foes and then suddenly freeze it.
Daily Elemental, Implement
Standard Action Path 3
Target: Each enemy within the line.
Attack: Wisdom vs. Reflex.
Hit: 1d12 + Wisdom modifier cold damage and
the target is knocked prone and grants combat
advantage.
Miss: The target takes a -2 penalty to AC and
Reflex until the end of your next turn.

Chi Funnel

Waterbender Attack 1
Pulling the water of life from an enemy, you
direct it instead to an ally.
Daily Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 2d8 + Wisdom modifier damage. The first
time an ally hits the target before the end of
your next turn, that ally can spend a healing
surge.
Calming: The ally regains an additional number
of hit points equal to your Charisma modifier.

LEVEL

UTILITY

Protective Wall

TECHNIQUES

Waterbender Utility 2
You slide the water across the ground and it
connects with your target, freezing him.
Encounter Elemental
Immediate Reaction
Range 10
Trigger: An ally is flanked.
Target: One enemy flanking an ally.
Effect: The target is pushed 3 squares and
slowed.

Soothing Mists

Waterbender Utility 2
You manipulate the water in the air to soothe
and conceal your friends.
Encounter Elemental
Standard Action Area burst 1 within 10
Target: Each ally within burst.
Effect: The target regains hit points equal to
your Charisma modifier and has total concealment until the end of your next turn.

Waterwalk

Waterbender Utility 2
Before they take their first step, you solidify the
water beneath them.
Encounter Elemental
Immediate Interrupt
Range 10
Trigger: You or an ally step into water.
Target: You or one ally.
Effect: The target considers water to be a solid
surface until the end of your next turn.
Sustain Minor: The effect persists.

LEVEL

ENCOUNTER

TECHNIQUES

Cascade of Water
Waterbender Attack 3
You bring down a waterfall of force down on a
group of enemies.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Enemies: 2d6 + Wisdom modifier damage and
the target is knocked prone.
Allies: Allies in line are who are restrained,
prone, immobilized or slowed automatically
save against all such conditions and may shift
their speed.
Push of the Tides
Waterbender Attack 3
You push water away from you on all sides
disrupting your foes and protecting yourself
simultaneously.
Encounter Elemental, Implement
Standard Action Close burst 1
Target: Each enemy within the burst.
Attack: Wisdom vs. Reflex.
Hit: 1d6 + Wisdom modifier damage and the
target takes a -2 to a defense of your choice
(save ends).
Torrential: You may slide the target up to 3
squares.

55

Moons Push

Waterbender Attack 3
A jet of water propels your allys weapon deeper into foes.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within the line.
Attack: Wisdom vs. Reflex.
Enemies: The target takes a damage penalty
equal to 2 + Dexterity modifier to all attacks
until the end of your next turn.
Allies: Allies in line gain a damage bonus of 2
+ your Dexterity modifier to all attacks until the
end of your next turn.
Calming: The additional damage and damage
penalty are both equal to 5 + your Charisma
modifier.

LEVEL

DAILY

TECHNIQUES

The Morning Tide

Waterbender Attack 5
Seeing a friend go down, you carve a path
through the battlefield to him.
Daily Elemental, Implement
Immediate Reaction
Area burst 2 within 10
Trigger: An ally is reduced to 0 hit points by an
attack.
Target: Each enemy within burst.
Attack: Wisdom vs. Fortitude.
Hit: 1d10 + Wisdom modifier damage.
Effect: The target is knocked prone.
Torrential: The target is pushed 3 squares
then knocked prone.
Special: The burst is centered on the ally that
triggered this power.

Trapping Water

Waterbender Attack 5
The projectile of water is what forces him down;
the quickly forming ice is what keeps him there.
Daily Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 2d8 + Wisdom modifier damage and the
target is dazed (save ends).
Effect: The target is knocked prone (save
ends).
Calming: The target makes attacks at a -4
penalty while prone or dazed due to this power.

56

Streaming the Water Waterbender Attack 5


You use a technique designed to teach young
waterbenders to deliver a surprising attack.
Daily Elemental, Implement
Standard Action Line 2
Target: Each enemy within the line.
Attack: Wisdom vs. Reflex.
Hit: 1d8 + Wisdom modifier damage.
Effect: You repeatedly move a line of water
through your enemies squares. Your allies gain
combat advantage against the target. The line
moves with you. You may change the angle
of the line on your turn as a move action. The
water lasts until the end of your next turn.
Sustain Minor: Repeat the attack.
LEVEL

UTILITY

TECHNIQUES

Cooling Vapors

Waterbender Utility 6
You surround an ally with a cooling mist to protect the from the harmful effects of heat.
Encounter Elemental
Move Action
Range 5
Target: You or one ally.
Effect: Until the end of the encounter, the target gains resist fire equal to your Charisma or
Dexterity modifier.

Icy Patch

Waterbender Utility 6
You drench an area in water and then freeze it,
making moving harder for your foes.
Daily Elemental, Zone
Minor Action
Area burst 3 within 10
Effect: The burst creates a zone of icy ground
that lasts until the end of your next turn. Enemies treat the zone as difficult terrain and any
time an enemy would be pushed, pulled, or slid
through the zone you may add 2 squares to the
distance. While in the zone, any enemy takes a
-5 penalty to Acrobatics checks.
Sustain minor: The zone persists.

The Evening Tide

Waterbender Utility 6
As your friend falls, you catch him in a cradle
of water that carries him away and rejuvenates
him.
Daily Elemental
Immediate Reaction
Range 10
Trigger: An ally is reduced to 0 hit points by an
attack.
Target: The ally that triggered this attack.
Effect: The target is slid two squares and may
make a saving throw (including a death saving
throw) with a +2 bonus as a free action.
Calming: Your ally may spend a healing surge
as a free action instead of rolling a death saving throw.

LEVEL

ENCOUNTER

TECHNIQUES

Mercy of the Sea

Waterbender Attack 7
You embrace the dual nature of the sea, protecting and healing your allies and crushing
your foes.
Encounter Elemental, Implement, Healing,
Flowing
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Reflex.
Enemies: 2d8 + Wisdom modifier damage and
the target is weakened until the end of your
next turn.
Allies: Allies in line may spend a healing surge.
They regain additional hit points equal to your
Charisma modifier.
Calming: Allies in line may also make a saving
throw.

Part the Seas

Waterbender Attack 7
You push enemies to the side and break up
their ranks.
Encounter Elemental, Implement
Standard Action Range 10
Target: One or two adjacent creatures.
Attack: Wisdom vs. Fortitude.
Hit: 2d8 + Wisdom modifier damage and you
slide one of both targets 2 squares. They must
end their movement farther away from each
other than they started.
Torrential: The targets are also knocked
prone.

Steamshot

Waterbender Attack 7
You heat a jet of water and guide it straight
towards the eyes of your target.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Fortitude.
Enemies: 1d10 + Wisdom modifier damage
and the target is blinded until the end of your
next turn.
Allies: Allies within line gain a +2 bonus to their
next attack before the end of your next turn.
LEVEL

DAILY

TECHNIQUES

Hail of Icicles

Waterbender Attack 9
You hurl water at your opponent then freeze it
in mid-air, pinning them.
Encounter Elemental, Implement, Cold
Standard Action Area burst 2 within 10
Target: Enemies within the burst.
Attack: Wisdom + 2 vs. AC.
Hit: 3d6 + Wisdom modifier cold damage.
Effect: The target is immobilized (save ends).
Octopus Form
Waterbender Attack 9
You create eight arms to protect you and your
allies from all sides.
Encounter Elemental, Implement, Stance
Standard Action Personal
Effect: You and any adjacent allies gain +2 to
AC and Reflex and you may make the following
attack once per round as an opportunity attack
or a standard action attack.
Attack: Wisdom vs. Fortitude.
Hit: 1d6 + Wisdom modifier damage and the
target is knocked prone.
Torrential: You push the target 2 squares then
knock them prone.

57

Water Spout

Waterbender Attack 9
You summon a column of water that envelops
your foes.
Encounter Elemental, Implement, Healing
Standard Action Line 3
Target: One, two, or three enemies.
Attack: Wisdom vs. Reflex.
Hit: 2d8 + Wisdom modifier damage and the
target is immobilized until the end of your next
turn.
Effect: The first ally to hit your target before the
end of your next turn may spend a healing surge.
Calming: Allies gain additional hitpoints equal
to your Charisma modifier from healing surges
gained from this attack.
LEVEL

10

UTILITY

TECHNIQUES

Cleansing Mists

Waterbender Utility 10
Your water washes away the lingering affects
of an attack.
Encounter Elemental
Minor Action
Range 5
Target: A creature within range is taking
ongoing damage.
Effect: Reduce all ongoing damage affecting
the target to 0 until the end of your next turn.
The target may make a saving throw as a free
action against one source of ongoing damage with a +2 bonus.

Cradle Wave

Waterbender Utility 10
When your friend slips and falls, youre there to
help him back up.
Encounter Elemental
Immediate Interrupt
Range 5
Trigger: An ally within range falls or falls prone,
becomes immobilized, restrained, stunned or
dazed.
Target: One ally.
Effect: The effect ends. The ally may also shift
1 square as a free action.

58

Healing Current

Waterbender Utility 10
You convert your healing waters to a mist and
send it to refresh your allies.
Daily Elemental, Healing
Move Action Close blast 3
Target: Each ally within blast.
Effect: Each ally in blast may spend a healing
surge. Until the end of the encounter whenever
you use your Flowing Strike class feature on
an ally affected by this attack, they regain 5 hit
points.
Calming: The target heals additional hit points
equal to your Charisma modifier.
Torrential: Increase the area to blast 5.
LEVEL

13

ENCOUNTER

TECHNIQUES

Encasing Frost

Waterbender Attack 13
You curl the ice around their legs. The ice is so
tough that only the force of another blow could
break it.
Encounter Elemental, Implement, Cold
Standard Action Range 5
Target: One creature.
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier cold damage.
Effect: The target is immobilized (save ends).
They have a -2 penalty to saving throws
against this effect. Immediately end the immobilized condition if the target is hit by a melee
attack.

Softened Blows

Waterbender Attack 13
You place a soft mist of water around an enemy
that soothes any ally he dares to try and attack.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Enemies: 2d8 + Wisdom modifier damage.
Until the end of your next turn, the target takes
a damage penalty equal to 5 + your Charisma
modifier.
Allies: Allies in line gain 5 + Charisma modifier
temporary hit points.
Calming: The damage penalty and temporary
hit points are both equal to 5 + your Wisdom
modifier.

Wetstone

Waterbender Attack 13
A torrent of water washes over your foes, cutting them up. The water swerves around your
allies weapons, sharpening them.
Encounter Elemental, Implement, Cold,
Flowing
Standard Action Line 2
Target: Each creatures within line.
Attack: Wisdom vs. Fortitude.
Enemies: 1d10 + Wisdom modifier damage.
Until the end of your next turn, the target takes
a damage penalty equal to 5 + your Dexterity
modifier.
Allies: Allies in line gain a bonus to damage
equal to 5 + your Dexterity modifier.
Torrential: The damage penalty is equal to 5 +
your Wisdom modifier.

LEVEL

15

DAILY

TECHNIQUES

Chi Exchange

Waterbender Attack 15
You pull the water out of your foe, and with it
their life force, leaving them cold and your allies
empowered.
Daily Elemental, Implement, Cold
Standard Action Area burst 2 within 10
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier damage, and
ongoing 10 damage (save ends). While
this powers ongoing damage is in effect, you
and your allies regain hit points equal to 5 +
your Charisma modifier when starting a turn adjacent to one or more targets taking the ongoing damage.
Calming: You and your allies regain hitpoints
equal to 5 + your Charisma modifier.

Ice Crush

Waterbender Attack 15
You encase an opponent in brittle ice. Once
they wrestle free the ice shatters into dozens of
brittle, razorsharp shards.
Daily Elemental, Implement, Cold
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier cold damage.
Effect: The target is immobilized (save ends).
Aftereffect: The target takes 2d4 + Wisdom
modifier cold damage.

Slick Surface

Waterbender Attack 15
You coat the field with a great wave of water,
turning it into a sheet of ice thats friendly to
your friends, but not to your enemies.
Daily Elemental, Implement, Cold
Standard Action Area burst 2 within 10
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 3d6 + Wisdom modifier damage. Until the
end of the encounter, the area effected is considered difficult terrain for your enemies. Additionally, when an ally within the area shifts, they
may shift an additional two squares.
Torrential: Allies may instead shift an additional number of squares equal to your Dexterity
modifier.
LEVEL

16

UTILITY

TECHNIQUES

Oceans Kiss

Waterbender Utility 16
You pull water together, infuse it with healing
magic and then blow it towards your allies.
Encounter Elemental, Healing
Minor Action
Range 5
Target: One ally.
Effect: The target regains hit points as if they
had spent a healing surge.
Calming: A secondary target is affected
Secondary Area: Burst 5 centered on the
target.
Secondary Target: Other allies in burst.
Secondary Effect: The ally gains temporary hit
points equal to your Charisma modifier.

Regrouping Cascade Waterbender Utility 16


You flood the battlefield and then pull your allies back to you like the tides.
Encounter Elemental
Move Action
Close burst 5
Effect: Slide allies within in the burst up to 5
squares. They gain +2 to all defenses until the
end of your next turn.

59

Versatility of the Water Waterbender Utility 16

Your tactics have become as fluid as the water


you control.
Daily Elemental
Minor Action
Personal
Effect: One ally within 5 may make a saving
throw or spend a healing surge. Until the end
of the encounter, anytime one of your powers
would allow someone to spend a healing surge,
they may make a saving throw instead, and
vice versa.

LEVEL

17

Cold Feet

ENCOUNTER

TECHNIQUES

Waterbender Attack 17
Dont worry, youre just nervous.
Encounter Elemental, Implement, Cold,
Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Fortitude
Enemies: 2d10 + Wisdom modifier cold damage, and the target is immobilized and grants
combat advantage until the end of your next turn.
Allies: The next time allies in line would grant
combat advantage this encounter they instead gain
a +2 to all defenses until the end of their next turn.
Ice Hammer
Waterbender Attack 17
You hurl a watery blast at your opponent and,
just prior to hitting them, you freeze it solid.
Encounter Elemental, Implement, Cold
Standard Action Range 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 3d10 + Wisdom modifier damage and the
target is pushed 3 squares and dazed.
Torrential: The target is stunned until the end
of your next turn.
Waterfall Strike
Waterbender Attack 17
By targeting the enemy with a surging current
of falling water you prevent them from lifting
their weapon.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Fortitude
Enemies: 1d10 + Wisdom modifier damage
and the target is immobilized and unable to
make attacks until the end of your next turn.
Allies: Allies in line may make a basic attack
with a +2 bonus as a free action.

60

LEVEL

19

DAILY

TECHNIQUES

Foe Freeze

Waterbender Attack 19
With a spin and a clench of your fist the water inside your enemy freezes. Their life force
drains into a nearby ally.
Daily Elemental, Implement, Cold
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 4d8 + Wisdom modifier cold damage, and
the target takes ongoing 10 cold damage (save
ends), one ally within 5 gains regeneration 10
until the target saves.
Miss: Half damage and the target takes ongoing 5 cold damage (save ends). One ally within
5 gains regeneration 5 until the target saves.

Flash Boil

Waterbender Attack 19
With a motion you coat an enemy with water
and then bring the water to boil, brutally scalding them in the process.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage and the
target is stunned until the end of your next turn.
Miss: Target is stunned until the end of your
next turn.

Tempest Blast

Waterbender Attack 19
Waterbending is about reflection, the reflection
of attacks and emotions. But sometimes, its
also about releasing emotions... violently.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d8 + Wisdom modifier damage and allies
adjacent to you or the target may spend a healing surge.
Miss: Half damage and one ally within 5 may
spend a healing surge.

LEVEL

22

UTILITY

TECHNIQUES

Smooth Current

Waterbender Utility 22
With a smoothness of motion borrowed from
the sea and a strength of stance borrowed from
the moon, you control the battlefield.
Daily Elemental, Stance
Minor Action
Personal
Effect: Until the stance ends, you and all allies
within 5 squares may shift 1 square before, and
2 squares after, all standard action attacks. In
addition, whenever an ally makes an attack that
includes a push, pull, or slide on a hit, they gain
a +2 power bonus to attack rolls.

Water Apotheosis

Waterbender Utility 22
You coat yourself and your allies with a thin
layer of water that allows all of you to breathe
underwater.
At-Will Elemental, Stance
Minor Action
Personal
Effect: You, and any allies within 10 squares of
you, may breathe underwater and gain a +10
power bonus to Athletics checks made to swim.

Rain Storm

Waterbender Utility 22
By pulling water together tightly you create rainclouds. When you release your focus, a small
weather system forms on the battlefield.
Encounter Elemental, Stance
Standard Action Personal
Effect: You create a zone of rain in burst 5 within 10 that lasts until the end of the encounter,
the water disrupts your enemies and heals your
allies. Choose 3 spaces within the burst, those
spaces now have heavy rain. You may change
the location of the heavy rain to anywhere else
in the burst as a minor action. Enemies within
the rain suffer a -2 penalty to attacks. Enemies
in areas of heavy rain suffer a -4 penalty to attacks. Allies within the rain gain Regeneration 2,
allies in areas of heavy rain gain Regeneration
4.

LEVEL

23

ENCOUNTER

TECHNIQUES

Deadly Mist

Waterbender Attack 23
A mist surrounds your target and then, with incredible speed, the individual drops begin to fly
around tearing them apart and dashing harmlessly on your allies.
Encounter Elemental, Implement, Cold
Standard Action Close blast 5
Target: Each enemy within blast.
Attack: Wisdom vs. Fortitude.
Hit: 2d8 + Wisdom modifier damage.
Effect: Allies within the blast may spend a
healing surge. If they do not, they gain temporary hitpoints equal to your Wisdom modifier.
Calming: Allies within the blast may spend a
healing surge and gain temporary hit points
equal to Wisdom modifier.

Watering Ram

Waterbender Attack 23
As you run you pull water along with you and
then strike a line of enemies with tremendous
force.
Encounter Elemental, Implement, Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Enemies: 3d8 + Wisdom modifier damage and
the target is immobilized (save ends).
Allies: Allies in line deal additional damage
to immobilized targets equal to your Dexterity
modifier until the end of your encounter.
Effect: Choose one; target within 5 is immobilized until the end of your next turn or one ally
within 5 deals additional damage to immobilized targets equal to your Dexterity modifier
until the end of your next turn.
Torrential: Allies may shift 3 squares before or
after this attack.

61

Icicle Barrage

Waterbender Attack 23
Water flies over your enemy and then freezes
into a deadly sharp rain of icicles.
Encounter Elemental, Implement, Cold,
Flowing
Standard Action Line 2
Target: Each creature within line
Attack: Wisdom vs. Reflex
Enemies: 2d8 + Wisdom modifier cold damage
and if the target moves before the end of your next
turn, it take damage equal to your Wisdom modifier.
Allies: Allies in line gain a +4 to attacks made
against enemies that begin their turns in the
same spot where they were at the end of their
previous turn.
LEVEL

25

DAILY

TECHNIQUES

Chi Spike

Waterbender Attack 25
You form a spike of ice that drains your opponents chi into your allies.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 4d8 damage + Wisdom modifier damage,
whenever an ally hits the target, they regain 5
hit points, and gain a +2 to Fortitude and Will
until the end of their next turn (save ends all).
Miss: Half damage and when an ally hits the
target, they regain 5 hit points (save ends).

Crashing Waves

Waterbender Attack 25
With a clap you bring two titanic waves together, smashing your targets from either side.
Daily Elemental, Implement
Standard Action Line 5
Target: Creatures within line.
Attack: Wisdom vs. Fortitude.
Hit: 3d10 + Wisdom modifier damage and the
target is stunned (save ends). The first ally to
hit the target before the end of your next turn
may spend a healing surge.
Miss: Half damage and the target is stunned
until the end of your next turn. The first ally to
hit the target before the end of your next turn
may spend a healing surge.
Calming: When an ally spends a healing surge
after hitting the target, they regain additional hit
points equal to 8 + your Charisma modifier.

62

Glacial Onslaught Waterbender Attack 25

You create a huge chunk of ice and, with great


effort, force it to run your enemies over.
Daily Elemental, Implement
Standard Action Line 5
Target: Each enemy within line.
Attack: Wisdom vs. Will.
Hit: Hit: 4d10 + Wisdom modifier damage and
spaces between you and the target and spaces
adjacent to the target are difficult terrain for
enemies until the end of the encounter.
Miss: Half damage.
Torrential: Targets in line are knocked prone
and take damage equal to your Dexterity modifier.

LEVEL

27

ENCOUNTER

TECHNIQUES

The Tides of Healing Waterbender Attack 27


Your mastery of the element that makes up the
ocean allows you to force your foes to obey the
laws of the waves.
Encounter Elemental, Implement
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Fortitude
Enemies: 2d6 + Wisdom modifier damage and
when the target regains hit-points it is dazed
until the end of its next turn (save ends).
Allies: Allies in line gain a +2 bonus to all defenses whenever they spend a healing surge
or make a saving throw until the end of the
encounter.
Torrential: Enemies in the burst are also
subject to a -2 penalty to saving throws (save
ends). Allies gain a +2 bonus to their next saving throw.

Exposing Mist

Waterbender Attack 27
Your stinging mist opens your target up to attacks by nearby allies.
Encounter Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Will.
Hit: 2d6 + Wisdom modifier damage. Choose
an ally adjacent to the target. Until the end of
the encounter, attack rolls of 19-20 made by
that ally against the target are considered critical hits.
Calming: When a critical hit is scored, you may
add an additional 2d6 damage as a minor action.

Icicle Fusillade

Waterbender Attack 27
You spear your enemies to the ground, impaling two of them with a single spear of ice so
they share the same fate.
Encounter Elemental, Implement, Cold,
Flowing
Standard Action Line 2
Target: Each creature within line.
Attack: Wisdom vs. Reflex.
Enemies: 3d8 + Wisdom modifier cold damage
and the target is immobilized (save ends.) If the
target is adjacent to another creature immobilized by this attack neither creature can move
until they both save.
Allies: Allies in the line are covered in blades
of ice. Until the end of the encounter when they
are hit by a melee attack, the attacker takes 15
cold damage.

LEVEL

Drench

29

DAILY

TECHNIQUES

Waterbender Attack 29
You soak your target with water. The water
burns its skin line acid, but when it splashes on
your allies it heals them.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 6d10 + Wisdom modifier damage, and until
the end of the encounter whenever an ally hits
the target they regain hit points equal to your
Charisma modifier.
Miss: Half damage.
Calming: Allies who regain hit points due to
this attack also gain a +2 bonus to their next
attack.

The Moons Grasp Waterbender Attack 29


Your power over water has become as strong
as the moon itself.
Daily Elemental, Implement
Standard Action Close blast 5
Target: Each enemy within blast.
Attack: Wisdom vs. Fortitude
Hit: 8d6 + Wisdom modifier and the target is
slid 3 squares.
Miss: Half damage and the target is pushed 3
squares.
Effect: Until the end of the encounter, whenever an ally hits the target, you may slide the
target up to 3 squares.
Torrential: Allies who slide a creature due to
this attack deal +1d8 extra damage on their
next attack before the end of their next turn.

Oceans Crash

Waterbender Attack 29
At the start of a fight you flood the battlefield,
letting your allies move in and slamming into
your opponents.
Daily Elemental, Implement, Cold
Immediate Interrupt
Close burst 5
Trigger: You roll initiative
Target: Each ally in burst.
Effect: Slide the target a number of squares
equal to your Dexterity or Charisma modifier. At
the end of their movement, you may make the
following secondary attack using your ally as
the origin square.
Secondary Target: One creature within melee reach of your ally
Secondary Attack: Wisdom +2 vs. Reflex.
Secondary Hit: 3d8 + Wisdom modifier
damage and the target grants combat advantage to one ally until the end of your next turn.

63

PARAGON

PATHS

BLOODBENDER
I have power over water, the same water that is
flowing through your veins right now.
Prerequisites: Waterbender
You have refined your waterbending technique so
effectively that you can move the very
blood that flows through your enemies bodies.
You harm your foes bodies from the inside
out or cause them to move to your will like an
automaton.
BLOODBENDER

PATH

FEATURES


Bloodied Superiority (11th Level): Your
power over blood lets you gain advantage against
wounded foes. When an enemy is first bloodied in an encounter you gain combat advantage
against them until the end of your next turn.

Bloodbending Action (11th Level):
When you spend an action point to take an extra
action you may force a bloodied creature within
10 squares to make a melee basic attack as a
free action.

Blood Control (16th Level): When you
are first bloodied you may immediately spend
a healing surge as a free action.
BLOODBENDER

Bloodbend

TECHNIQUES

Bloodbender Attack 10
You tug at the insides of your foe, preventing
them from moving and ripping their insides
apart.
Encounter Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 3d8 + Wisdom modifier damage. The
target is immobilized until the end of your next
turn.
Special: If the target is bloodied, they are instead stunned until the end of your next turn.

64

Bloodmoon

Bloodbender Utility 12
Your body is so in tune with the phases of the
moon that you can simulate its effects with your
own blood.
Daily Elemental
Minor Action
Personal
Effect: You take 1d8 damage. Until the end of
your next turn your Bloodbender and Waterbender attack powers get a +2 power bonus to
attack and damage.
Sustain Move: The bonus persists.
Sustain Minor: You take the damage again
and the bonus persists.

Puppetmaster

Bloodbender Attack 20
You push and pull the water in the body of your
enemy, allowing you to control their movements.
Daily Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 2d8 + Wisdom modifier damage and the
target is dominated until the end of your next
turn.
Sustain Standard: Make the attack again.

FOLLOWER
SPIRIT

OF

THE

MOON

We waterbenders learned our art from the Moon.


I have learned the old ways still have great power!
Prerequisites: Waterbender, Calming Path
You learn your power from the moon itself, like
the original waterbenders did. Your power
waxes and wanes like the moon. This cycle
would seem a weakness to someone else, but
you know it to be a sign of strength.
FOLLOWER OF THE MOON
SPIRIT PATH FEATURES

Phases of Power (11th Level): Your power


changes as you use your powers. You begin each
encounter in the Phase of the New Moon. When
you use a Encounter, Daily or Utility Waterbending power you manifest the next phase at the end
of your turn. The phases go New, Crescent, Gibbous, Full, New... ect.

Phase of the New Moon: You are darkened


to the world making you harder to see, but also
reducing your power. You gain concealment but
you cannot use Daily Attack or Utility powers.
Phase of the Crescent Moon: Your power protects you, but it is not strong as of yet. You gain a
+1 to Will and Fortitude but you cannot use Daily
Attack powers.
Phase of the Gibbous Moon: Your power is
growing. You gain a +1 to all defenses.
Phase of the Full Moon: Your power is at its
peak. You gain a +2 bonus to all defenses and
attacks made with waterbender or follower of the
moon spirit attack powers.

Moons Action (11th Level): When you
use an action point to gain an extra action you
may change your Phase to any Phase at the end
of your turn.

Moons Blessing (16th Level): When
you are pushed or pulled you gain temporary hit
points equal to your Charisma modifier.
FOLLOWER OF THE MOON
SPIRIT TECHNIQUES

Harvest Moon

Follower of the Moon


Spirit Attack 10
You harness the power of the Harvest Moon to
guide your allies blows.
Encounter Elemental, Implement
Standard Action Ranged 10
Target: One creature.
Attack: Wisdom vs. AC.
Hit: 2d8 + Wisdom modifier damage. The first
time an ally hits the target with melee attack
before the end of your next turn that ally may
spend a healing surge or make a melee basic
attack.

Blue Moon

Follower of the Moon


Spirit Utility 12
The power of the Blue Moon helps your allies
share their boons with each other.
Daily Elemental
Immediate Reaction
Ranged 10
Trigger: An ally uses a healing surge or makes
a saving throw.
Effect: Another ally within range may spend a
healing surge or make a saving throw.

Tidal Blast

Follower of the Moon


Spirit Daily 20
You harness the force that guides the ocean
and use it to hurl water at your foes.
Daily Elemental, Implement
Standard Action Close blast 5
Target: Enemies within blast.
Attack: Wisdom vs. Fortitude.
Hit: 3d10 + Wisdom modifier damage and the
target is pushed 2 squares and takes ongoing 5
damage (save ends).

FOLLOWER
SPIRIT

OF

THE

SEA

You know what you and mountains have in common? The ocean can destroy you both!
Prerequisites: Waterbender, Torrential Path
The ocean is the most powerful force in the
world. It works slowly, but given enough time it
can destroy continents and you have learned how
to attune with it. Your waterbending is powered
by the phases of the moon, like all Waterbenders, but you have such a kinship with the ocean
that your style is almost completely alien to your
peers.
FOLLOWER OF THE MOON
SPIRIT PATH FEATURES


Relentless Waves (11th Level): Your
power grows like the power of the wave, ushering in the next as it leaves. When you use an
Encounter attack power, your gain a +2 bonus to
the next attack you make. When you use a Daily
attack power, you gain a +3 bonus and you deal
an addition 1d8 damage with the next attack you
make.

Indomitable Action (11th Level): When
you spend an action point to take another action
you can instead stop being Immobilized, Stunned
and Slowed if any apply.

Cascading Attack (16th Level): Anytime
you push an enemy more than 1 square you deal
extra damage to them equal to your Charisma
modifier.

65

FOLLOWER OF THE SEA


SPIRIT TECHNIQUES

Kiss of the Sea

Follower of the Sea


Spirit Attack 10
Like a polite gesture, a row of water pushes
your enemies away, clearing a path.
Encounter Elemental, Implement
Standard Action Line 3
Target: Enemies in line.
Attack: Wisdom vs. Reflex.
Hit: 2d6 + Wisdom modifier damage.
Effect: The target is pushed 2 squares.

Cascade

Follower of the Sea


Spirit Utility 12
Like a wave in the sea, pushing one away only
brings in a stronger one.
Daily Elemental
Immediate Reaction
Personal
Trigger: You are pushed or pulled.
Effect: An ally within 10 may charge as a free
action.

Vortex

Follower of the Sea


Spirit Daily 20
A whirlpool of water appears and drags your
opponents towards its center.
Daily Elemental, Implement
Standard Action Area burst 3 within 10
squares
Target: Enemies within burst.
Attack: Wisdom vs. Reflex.
Hit: 2d8 + Wisdom modifier damage.
Effect: Targets are pulled as close to the center of the burst as possible and take ongoing 5
(save ends).

ICEBENDER
Water may not frighten you, but ice has two
things water doesnt, heft and a pointy end.
Prerequisites: Waterbender
Water is just a transitional state, youve mastered the
ability to move water around and then freeze it solid
into weapons, barricades and complicated traps. You
can disrupt the field by making the ground slick and
you can hold your enemies in blocks of ice.

66

ICEBENDER

PATH

FEATURES

ICEBENDER

TECHNIQUES


Persistent Cold (11th Level): If an enemy is
immobilized by a waterbender or icebender attack with
the Cold keyword, that enemy remains immobilized for
one turn longer than they otherwise would have.

Freezing Action (11th Level): When you
spend an action point to take an extra action, you
may deal Charisma or Dexterity modifier cold
damage to enemies in Close Burst 1.

Absolute Zero (16th Level): Add your
Charisma or Dexterity modifier to damage with
any waterbender or icebender attack powers with
the Cold keyword.

Freezing Blast

Icebender Attack 10
You coat your enemies in water and freeze
them into place.
Encounter Elemental, Implement, Cold
Standard Action Close blast 3
Target: Enemies within blast.
Attack: Wisdom vs. Reflex.
Hit: 1d8 + Wisdom modifier damage and the target is immobilized until the end of your next turn.

Ice Armor

Icebender Utility 12
Your bending creates thick plates of icy armor
to protect you or an ally.
Daily Elemental, Cold
Standard Action Range 10
Target: An ally within range or you.
Effect: The target gains a +2 to AC and resist
fire equal to half your level until the end of the
encounter. Attacks the targets make with the
Cold keyword deal an additional 5 damage until
the end of the encounter.
Icy Charge
Icebender Attack 20
Using your powers over ice to propel yourself
along the slick ground you charge into combat
freezing enemies feet as you go.
Daily Elemental, Implement, Cold
Standard Action Melee touch
Special: You may slide your speed and make
this attack against up to three targets that you are
adjacent to at some point during this movement.
Target: One, two, or three creatures.
Attack: Wisdom vs. Reflex.
Hit: 2d8 + Wisdom modifier damage and the
target is immobilized (save ends).
Miss: The target is immobilized until the end of
your next turn.

PLANTBENDER

Plant Guardian

Water is the source of life itself for everything in


this forest... everything except for you!
Prerequisites: Waterbender
Animals are complex, they resist, they think,
they feel. Plants on the other hand are simple,
simple and powerful. By bending the water within
plantlife you can protect yourself, control the
plants natural defenses and restrain your foes.
PLANTBENDER

PATH

FEATURES


Plantbending (11th Level): You may
substitute non-hostile plant matter for water for
any of your Waterbender attacks as long as there
are sufficient amounts of it. Once per day you
may add the following effect to a waterbender or
plantbender attack power prior to using it: Effect:
The target is restrained (save ends).

Plant Proxy (11th Level): You may treat
any plant within 20 squares of you, as the origin
square for waterbender or plantbender attack
powers.

Foggy Swamp Style (16th Level): While
in difficult terrain that is caused by a natural plantlike substance, you gain a +2 to AC
PLANTBENDER

Vineblade

TECHNIQUES

Plantbender Attack 10
You surround one of your arms with vines and
thorns letting you slash enemies close to you
and impale enemies far away.
Encounter Elemental, Implement
Standard Action Close burst 1
Target: Each creature in burst.
Attack: Wisdom vs. AC.
Hit: 2d6 + Wisdom modifier damageand the target is immobilized until the end of your next turn.
Make a secondary attack.
Secondary Target: One creature within 10.
Secondary Attack: Wisdom vs. AC
Hit: 1d6 + Wisdom modifier damage and the
target is restrained until the end of your next
turn.

Plantbender Utility 12
You pull plants from nearby together and create
a totem to help your allies.
Daily Elemental, Conjuration, Healing
Standard Action Range 10
Effect: You conjure a plant gaurdian into 1
square within range. Allies who start their turn
adjacent to it regain 5 hit points and gain a +2
bonus to their Fortitude defense. The guardian
persists until the end of the encounter or until
it is destroyed. It has 1 hit point and your defenses.

Plant Body

Plantbender Attack 20
You pull local plants to you creating a huge
body that protects you from attacks.
Daily Elemental, Implement
Standard Action Close burst 1
Target: Each creature within burst.
Attack: Wisdom vs. Reflex.
Hit: 2d8 + Wisdom modifier damage.
Effect: You are surrounded by plants and
vines, giving you a protection. Your size changes to Large, you gain threatening reach and
you gain regeneration 5 until the end of the
encounter.

PUPIL

OF

CHI

Chi constantly moves, wanders throughout the


body. Left unattended, it moves freely. I, as a
director of Chi, can optimize its potential.
Prerequisites: Waterbender, trained in Heal
Youve trained in a different area from your waterbending brethren and sisters. You trained in a
primarily pacifist style of waterbending. Though
bending water is a major part of it, it also concentrates on the actual chi, or life force, of a person. Youve known for a long time that aligning
chakras has a greater effect on a persons wellbeing than any amount of water can.
PUPIL

OF

CHI

PATH

FEATURES


Calm Stance, Calm Mind (11th Level):
At the end of your turn if you did not deal any
damage you gain a +1 bonus to all defenses and
your flowing strike class feature is enhanced until
the end of your next turn. While flowing strike is
enhanced all attacks against you are considered

67

to have hit and missed for the purposes of the


bonuses granted by the feature.

Concentrated Aligning (11th Level):
During a short rest you may Align the Chakras of
your allies who are also resting. If you do, they
regain additional hit points equal to half your level
for each healing surge they spend at the end of the
rest.

Pacifist Action (16th Level): If, at the end
of your turn, you have dealt no damage, one ally
within 5 gains temporary hit points equal to your
Charisma or Dexterity modifier.
PUPIL

OF

CHI

TECHNIQUES

Vicious Sap

Pupil of Chi Attack 10


You pull one beings chi and compliment
anothers with it.
Encounter Elemental, Implement
Standard Action Range 5
Target: One creature.
Attack: Wisdom +2 vs. Will.
Hit: The target is weakened (save ends) and
one creature within range gains a +3 bonus to
their next attack before the end of your next turn.

Chakra Manipulation Pupil of Chi Utility 12


You feel the pulsing and the reverberation of a
creatures inner being and manipulate it.
Daily Elemental
Immediate Interrupt
Close burst 3
Trigger: A creature within range makes a saving throw.
Target: The creature that triggered this power.
Effect: You may either give a +5 bonus or a -5
penalty to the saving throw.

Soullink

Pupil of Chi Attack 20


A dangerous technique, practiced only by
master of Chi, that overloads a persons
body by forcing your life force into them.
Daily Elemental, Implement
Standard Action Ranged 5
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 3d8 + Wisdom modifier damage and the
target is dazed and grants combat advantage
(save ends).
Miss: Half damage the target is dazed until the
end of your next turn.
Effect: You are weakened until the end of your
next turn.

68

SWEATBENDER
Water is power and Im full of it, it just takes time
to get it out.
Prerequisites: Waterbender
You were stranded somewhere without water,
you felt powerless without it. But you found a way
around all of that. You have learned to bend the
sweat your body naturally exudes in the heat of
combat. Now as you tire your power only increases.
SWEATBENDER

PATH

FEATURES

SWEATBENDER

TECHNIQUES


Power of Weariness (11th Level): As you
become more exhausted, your power only grows.
When you use your second wind choose an ally.
That ally gains a +2 bonus to all defenses until
the end of your next turn. Increase this bonus by
+1 for each of the following statuses that currently apply to you: bloodied, weakened, dazed,
stunned or slowed.

Strenuous Action (11th Level): When
you spend an action point, you or one ally gains a
+2 bonus to their next attack. Increase this bonus
by +1 for each of the following statuses that currently apply to you: bloodied, weakened, dazed,
stunned or slowed.

Tactical Exhaustion (16th Level): When
you could spend a healing surge, you may instead choose to lose that healing surge. If you do
an ally within 10 squares of you gains hit points
as if they had spent a healing surge.

Steaming Uppercut Sweatbender Attack 10


You throw an uppercut and a geyser bursts
underneath your opponent rocketing them into
the air.
Encounter Elemental, Implement
Standard Action Range 10
Target: One creature.
Attack: Wisdom vs. Fortitude.
Hit: 2d8 + Wisdom modifier damage and the
target is blinded until the end of your next turn
and knocked prone.

Stenuous Recharge Sweatbender Utility 12


With a strained breath you reveal that you are
only just beginning to fight.
Daily Elemental
Standard Action Personal
Effect: You regain an Encounter power you
have already used or you may spend a healing
surge.

Steamroom

Sweatbender Attack 20
You raise the temperture of the water around
a foe causing a benificial, if a tad icky, circumstance for your allies.
Daily Elemental, Implement, Zone
Standard Action Close blast 3
Target: Each enemy in blast.
Attack: Wisdom vs. Fortitude.
Hit: 2d10 + Wisdom modifier damage and the
target is blinded (save ends).
Effect: The blast creates a zone of burning
vapor that lasts until the end of the encounter.
Any enemy that enters the zone is blinded until
the end of your next turn.

69

PARAGON
MISCELLANEOUS
PATHS

PATHS
PARAGON

These paragon paths represent other characters


in the Avatar: The Last Airbender series that are
not benders. They are available to all characters
that meet the prerequisites.

BLUE

SPIRIT

I was never here.


Prerequisites: Trained in Stealth and Acrobatics, Two-Weapon Fighting.
Swords are often misjudged as loud and blundering weapons, at best people think of them as
elegant or powerful. Your swords are as silent as
an owl in flight and as precise as any dagger. No

one sees them coming unless you want them too,


and no one sees you coming at all.
BLUE

SPIRIT

PATH

FEATURES

BLUE

SPIRIT

POWERS


Two Sword Style (11th Level): You may
treat Scimitars as if they had the Off-Hand property.

Stealthy Kill (11th Level): If you are hidden when you make an attack, and that leaves
the target helpless, restrained or kills the target,
you remain hidden as if you hadnt acted.

Incapacitating Action (16th Level):
When you spend an action point to make an extra
attack while you are hidden you may choose to
deal no damage. If you do, the target is knocked
unconcious (save ends).

Tie Em Up

Blue Spirit Attack 10


You surprise your opponent by attacking them
and then rapidly tying them up instead of killing
them.
Encounter Martial, Weapon
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: The target is restrained (save ends).

Stealth Infiltration

Blue Spirit Utility 12


Even the most observant enemy will never find
a target that isnt where theyre looking.
At-Will Martial
Immediate Reaction
Personal
Trigger: You succeed on Stealth check.
Effect: You may make an Acrobatics or an
Athletics check with a +2 bonus. If you succeed
you remain hidden.

Twin Blade Fury

Blue Spirit Attack 20


As you attack your swords spin so fast that they
deflect enemy attacks.
Daily Martial, Weapon
Standard Action Melee weapon
Special: You must be wielding two weapons.
Target: One or two creatures.
Attack: Dexterity vs. Reflex (main weapon and
off-hand) two attacks.
Hit: 2[W] + Dexterity modifier damage.
Effect: You gain a +2 to your AC and Reflex
defense for each time this attack hits. This bonus lasts until the end of your next turn.

70

CHI

BLOCKER

Acrobats Movement Chi Blocker Utility 12

Its like were dancing! Oh... did I break you? Im


sorry!
Prerequisites: Trained in Acrobatics and Athletics, Dexterity 17.
Your agility is your strong suit. You can leap and
jump around the battlefield and you have been
trained to hit an opponent in their pressure points,
causing their limbs to go limp and, in certain enemies, blocking their ability to channel magic by
disrupting the flow of chi through their body.
CHI

BLOCKER

PATH

FEATURES


Pressure Point Critical (11th Level):
When you score a critical hit you may block the
targets chi (save ends). If you do your attack is
no longer considered a critical hit. Creatures with
blocked chi cannot take any actions except for
standard movement and melee and ranged basic
attacks.

Acrobatic Movement (11th Level): You
move around the battlefield very unpredictably.
When you succeed on an Acrobatics check to
perform an Acrobatic Stunt you gain a +2 bonus
to your next attack roll.

Chi Blocking Action (16th Level): When
you spend an action point to make an extra melee attack action, if the attack hits, the targets Chi
is blocked until the end of your next turn.
CHI

BLOCKER

Chi Block Strike

POWERS

Chi Blocker Attack 10


You spring upon your foe, launching dozens of
short, sharp jabs with your fingers. Suddenly,
their powers stop working!
Encounter Martial, Weapon
Standard Action Melee touch
Target: One creature.
Attack: Strength or Dexterity vs. AC.
Hit: 2d10 + Strength or Dexterity modifier damage and the targets Chi is blocked until the end
of your next turn.

Some people walk into a fight, some people


run, you prefer to do a handstand.
Daily Martial, Stance
Move Action
Personal
Effect: Until this stance ends, you may move
through opponents spaces, shift as a minor
action and gain a +5 bonus to Acrobatics and
Athletics checks.

Pressure Point Flurry Chi Blocker Attack 20


Your attack is blindingly fast and surgically precise, leaving your opponent confused and then
paralyzed.
Daily Martial, Weapon
Standard Action Melee touch
Target: One creature.
Attack: Strength or Dexterity vs. AC.
Hit: 3d10 + Strength or Dexterity modifer damage.
Effect: The target is stunned until the end of
your next turn.
Aftereffect: The targets Chi is blocked (save
ends).

JIAN

SWORDSMAN

I may not be able to shoot fire or heal people or


fly, but that doesnt make me worthless!
Prerequisites: Any Martial Class, the ability to
mark opponents.
Your weapon is an extension of yourself. It is
as much a part of you as any other part of your
body. Creativity, versitility, intelligence, these
are the traits that define a great swordsman and
these are the traits that define you. You begin
your training by practicing calligraphy, you finished your training by crafting your own sword.
JIAN

SWORDSMAN

PATH

FEATURES


The Way of the Sword (11th Level): You
are proficient with the Jian. During an extended
rest, you can modify a longsword in your possesion into a Jian. The Jian is a specialized type of
Longsword with the High Crit property. Otherwise
it is the same as a Longsword.

Stroke of the Brush (11th Level): You
move your sword with the same subtle movements you use with writing calligraphy. You may

71

add your Dexterity modifer to damage dealt with


a Jian.

Cutting the Bamboo (16th Level): You
have learned to cover your retreat by disrupting
your enviroment. Whenever you Shift 1 square as
a move action, the space you leave is considered
difficult terrain until the end of your next turn.
JIAN

SWORDSMAN

POWERS

Write Your Name Jian Swordsman Attack 10


When you use your sword you write your name
on the battlefield.
Encounter Martial, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Strength vs. AC.
Hit: 2[W] + Strength modifier damage and you
score a critical hit on a 19-20 when attacking
this foe until the end of the encounter.

Take Everything In Jian Swordsman Utility 12


You pause for a moment letting your other
senses help you find your target.
Encounter Martial
Minor Action
Personal
Effect: You immediately know the location of
any creatures within 10 squares that you have
marked and take no penalties from concealment or cover when attacking them until the
end of your next turn.

Jian Master

Jian Swordsman Attack 20


Your sword is an extension of you, like an extra
long, really sharp arm.
Daily Martial, Weapon, Stance
Standard Action Melee weapon
Target: One creature.
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: You assume the stance of the Jian
Master. Until the end of the encounter you
gain combat advantage against foes you have
marked and gain a +2 to your Reflex and AC
defenses against them.

72

OLD

MASTER

Dont you know that all old people know each


other?
Prerequisites: Trained in Streetwise, Wisdom
or Intelligence 17
You may be old, but that isnt a weakness it is
a strength. Not only do you have friends in high
places, just like all members of the White Lotus,
but you are a master of something. Perhaps your
swordsmanship is without peer, perhaps you are
a great bender or maybe you are just the worlds
best librarian. Whatever you do, you are a powerful figure in the Order of the White Lotus and you
use your skills to great effect in the name of the
Order.
OLD

MASTER

PATH

FEATURES

OLD

MASTER

POWERS


White Lotus Contacts (11th Level): You
gain a +3 bonus to Streetwise checks and a +2
bonus to all other Knowledge skill checks.

Great Mastery (11th Level): Choose one
At-Will attack power, you gain a +1 bonus to attacks made with that power.

Elder Member (16th Level): Your life
experience has taught you that you can work
with anybody, no matter how different they are
from you. When you roll initiative at the beginning
of an encounter, choose one ally. That ally may
choose to use your Initiative roll instead of their
own. If they do, you still act first.

The Best in the World Old Master Attack 10

The Old Masters of the White Lotus are a diverse group, but they are all the best there is at
what they do.
Encounter Special
Standard Action Special
Special: This power is considered to have the
same keywords, range, attack and hit as the atwill power you use with it.
Target: Special
Effect: Use a melee or ranged at-will attack
power that you know. Make a secondary attack.
Secondary Attack: Use a melee or ranged
at-will attack that you know.

Secret Technique

Old Master Utility 12


When you are backed into a corner, your prowess truly begins to show.
Daily Special
Immediate Reaction
Personal
Trigger: You are bloodied.
Effect: You regain the use of an expended
encounter power.
Special: This power has the same power
source as the encounter power you restore.
Peerless Strike
Old Master Attack 20
Your mastery is not a matter of simple skill, but
also great versatility.
Daily Special
Standard Action Range 5 or Melee Weapon
Target: One creature
Special: Choose one attack you know, this
attack gains the Power Source and attacking
Ability Score of that attack.
Attack: Special vs. AC
Hit: 3d10 or 3[W] and you may choose one of
the following effects.
Effect 1: You may spend a healing surge and
make a saving throw.
Effect 2: You gain a +3 bonus to all defenses
until the end of your next turn.
Effect 3: The target is dazed (save ends).
Effect 4: Use one at-will attack power you
know against the target.

TIGER

HOOK

SWORDSMAN

My weapons are everything I need them to be.


They change as the battle changes.
Prerequisites: Any Martial Class, Two-Weapon
Fighting.
Swords are an inelegant weapon, too simple and
forceful to be your style. You use the Tiger Hooks,
a complicated form of sword, used in pairs, that
take years to learn how to use at all, let alone
master. The Tiger Hooks have a long curved
blade ending in a hook, a crescent shaped,
bladed guard and a daggerlike protrusion at the
bottom of the handle.

TIGER HOOK
FEATURES

SWORDSMAN

TIGER

SWORDSMAN

PATH


Tiger Hook Mastery (11th Level): You
gain proficiency in the Tiger Hooks. When you
wield Tiger Hooks, they gain the Defensive property.

Linking Swords (11th Level): Tiger
Hooks can be used as a single weapon by linking the end of the blades together and swinging
the swords like nunchaku. As a Minor Action you
may convert your Tiger Hooks into a single weapon, until the end of your next turn they gain the
Reach property.

Tripping Action (16th Level): When you
spend an action point to take an extra action, one
enemy adjacent to you is knocked prone.
HOOK

POWERS

Disarming Slash

Tiger Hook Swordsman


Attack 10
Using the hooked end of your weapon to pull
an enemies weapon away from them.
Encounter Martial, Weapon
Standard Action Melee weapon
Special: You must be wielding Tiger Hooks.
Target: One creature
Attack: Strength or Dexterity vs. Reflex
Hit: 2[W] + Strength or Dexterity modifier damage. If the target is holding a weapon, that
weapon is dropped and thrown up to 5 squares.

Brachiation Tiger Hook Swordsman Utility 12


Your Tiger Hooks are good for more than just
combat, the hooks help you climb and swing
from trees.
At-Will Martial, Weapon
Move Action
Personal
Special: You must be wielding Tiger Hooks.
Effect: If you are climbing trees, climb your
speed, otherwise make an Athletics check to
climb with a +5 bonus.

73

Heaven and Moon Swords

Tiger Hook
Swordsman Attack 20
Using your Tiger Hooks you peform a complicated kata that exploits every unique aspect of
the swords.
Daily Martial, Weapon, Stance
Standard Action Melee weapon
Special: You must be wielding Tiger Hooks.
Target: One, two or three creatures
Attack: Strength or Dexterity vs. Reflex, up to
three attacks
Hit: 1[W] + Strength or Dexterity modifer. Each
attack has a different additional effect. No one
creature may be the target of the same effect
more than once.
Disarming Strike: If the target is holding a
weapon, that weapon is dropped and thrown up
to 5 squares.
Tripping Attack: The target is knocked prone.
Cutting Blow: 2[W] damage.

74

HYBRID
HYBRID

CLASSES

AIRBENDER

You are an airbender, through and through,


though youve decided to accent your elemental
prowess with another classs abilities. Did the
slow pace of the monk lifestyle steer you away
from becoming a true airbending master? Possibly something forced you out of the monastery,
forcing you to take up another class to compensate for the rest of your airbending training?

HYBRID

CLASS

FEATURES

HYBRID

TALENT

OPTIONS

If you take the Hybrid Talent feat, you can select


one of the following options.
MONASTIC

TRAINING

This class feature functions exactly like the airbender class feature.
QUICK

STEP

This class feature functions exactly like the airbender class feature.

Role: Controller.
Power Source: Elemental.
Key Ability: Wisdom.
Secondary Abilities: Intelligence, Dexterity.
Armor Profciencies: Cloth.
Weapon Profciencies: Simple melee, simple
ranged.
Implements: Ki focuses, weapons with which
you are proficient with.
Bonus to Defense: +1 Will or Reflex.
Hit Points at 1st Level: 5
Hit Points per Level Gained: 2
Healing Surges per Day: 3
Trained Skills: Athletics (Str), Acrobatics (Dex),
Diplomacy (Cha), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int).
Class Features: Evasive Currents (hybrid), Airbending.
EVASIVE

CURRENTS

(HYBRID)

This functions just as the class feature, except


you do not get to shift one square when an enemy misses you.
AIRBENDING

You gain the Airbending class feature.

75

HYBRID

EARTHBENDER

As an earthbender, you will and control the forces


of the earth. However, youve supplemented your
training with the skills of another class, losing
some of your potential as an earthbender. What
lead you away from fully encompassing earthbending? Did you decide that another class,
mixed with earthbending, better suited your fighting style?

HYBRID

CLASS

FEATURES

Role: Defender.
Power Source: Elemental.
Key Ability: Constitution.
Secondary Abilities: Strength, Wisdom.

Armor Profciencies: Cloth, Leather, Hide.


Weapon Profciencies: Simple melee, simple
ranged, military melee.
Implements: Ki focuses, weapons with which
you are proficient with.
Bonus to Defense: +1 Fortitude.
Hit Points at 1st Level: 7.5
Hit Points per Level Gained: 3
Healing Surges per Day: 4

76

Trained Skills: Athletics (Str), Endurance (Con),


Dungeoneering (Wis), Insight (Wis), Nature
(Wis).
Class Features: Watchful Ally (hybrid), Earthbending.
WATCHFUL

ALLY

(HYBRID)

This functions just as the class feature, except


you may designate an ally with a move action,
instead of a minor action.
EARTHBENDING

You gain the Earthbending class feature.

HYBRID

TALENT

OPTIONS

If you take the Hybrid Talent feat, you can select


one of the following options.
EARTHBENDER

RESILIENCE

This class feature functions exactly like the earthbender class feature.
NEUTRAL

JING

This class feature functions exactly like the earthbender class feature.

HYBRID

FIREBENDER

The passion of firebending lies within you and


from an early age, you honed and sharpened
your skills. However, for some reason, you have
another classs abilities with you, curtailing your
firebending abilities. Did you purposely learn
another style of combat to hide your destructive
firebending abilities? Did an accident, caused by
you, cause you to abandon your lessons?

HYBRID

CLASS

HYBRID

TALENT

OPTIONS

If you take the Hybrid Talent feat, you can select


one of the following options.
OVERWHELMING

FLAMES

This class feature functions exactly like the firebender class feature.

FEATURES

Role: Striker.
Power Source: Elemental.
Key Ability: Dexterity.
Secondary Abilities: Constitution, Charisma.
Armor Profciencies: Cloth, Leather, Hide,
Chainmail.
Weapon Profciencies: Simple melee, simple
ranged, military melee.
Implements: Ki focuses, weapons with which
you are proficient with.
Bonus to Defense: +1 Reflex.
Hit Points at 1st Level: 6.5
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5
Trained Skills: Acrobatics (Dex), Arcana (Int),
Bluff (Cha), History (Int), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha).
Class Features: Source of Strength (hybrid),
Firebending
SOURCE

OF

STRENGTH

(HYBRID)

This functions just as the class feature, except it


is 2 + Charisma/Constitution modifier and increases to 4 + Charisma/Constitution modifier at
11th level, and 6 + Charisma/Constitution modifier at 21st level. You select Harmonious or Raging as normal.
FIREBENDING

You gain the Firebending class feature.

77

HYBRID

WATERBENDER

The spark of waterbending was born within you,


but you never progressed past your natural
abilities. Were you not allowed the time to learn
waterbending, formally? Were you unable to find
a suitable master to learn from?

HYBRID

CLASS

FEATURES

Role: Leader.
Power Source: Elemental.
Key Ability: Wisdom.
Secondary Abilities: Dexterity, Charisma.

Armor Profciencies: Cloth, Leather, Hide.


Weapon Profciencies: Simple melee, simple
ranged.
Implements: Ki focuses, weapons with which
you are proficient with.
Bonus to Defense: +1 Fortitude or Will.
Hit Points at 1st Level: 6
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5
Trained Skills: Athletics (Str), Diplomacy (Cha),
Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis).
Class Features: Healing Waters (hybrid), Waterbending.
HEALING

WATERS

(HYBRID)

This functions just as the class feature, except


you may use it once per encounter, as opposed
to twice. At 16th level, you can use it twice per
encounter.
WATERBENDING

You gain the Waterbending class feature.

HYBRID

TALENT

OPTIONS

If you take the Hybrid Talent feat, you can select


one of the following options.

MOON S

BLESSING

This class feature functions exactly like the waterbender class feature.

78

FLOWING

STRIKE

This class feature functions exactly like the waterbender class feature.

EPIC
AIRBENDER

DESTINIES
SIFU

Airbending is about the path of liberation and


freedom. Truly, I am now free.
Prerequisite: 21st level, Airbender
Airbending is more than controlling the winds
around you. It is about soul searching and becoming enlightened, leading you to activities and
duties that are more valuable than anything on
this plane. To you, the art of airbending is not
merely a tool for combat, but rather a physical
realization of your philosophy.
You have come a long way with your studies and
now, you finally understanding. Subtly, your airbending abilities has lead you to a single thesis,
one that suggests that you must be like the wind:
everchanging, fluid, and free. Through the many
enemies and obstacles you have conquered, it is
now your duty to pass on this knowledge and this
opportunity to those that would now learn it.
IMMORTALITY
,

AS

TEACHER

Airbending Sifus do not wish for immortality as it


is an anchor to physical necessities they do not
want. After you inevitably retire from your career
as an adventurer, you will probably settle and
begin teaching young and upcoming airbender
pupils, passing along the knowledge you have
gathered along your journey through life. You
may not hold immortality like other adventurers,
but your teachings will now pass through the
ages, keeping your memory and your philosophy
alive for eternity. Truly, immortality fit for an Airbending master such as yourself.
AIRBENDER SIFU FEATURES
All Airbender Sifus have the following features.
Liberated Mind, Liberated Body (21st Level):
Your eyes are truly open. You gain a +2 to Wisdom.

Truly Free (24st Level): Your mind, soul and


body are all free from worldy impediments. You
cannot be slowed, immobilized or restrained.
Indomitable Will (30th Level): Nothing can
shackle you to this world and your example
teaches your allies how to free themselves. The
first time you drop to 0 hit points or fewer in a
day, you may immediately spend a healing surge
and stand up. Every enemy within 10 squares
is pushed 5 squares and every ally within 10
squares makes a saving throw with a +5 bonus.
AIRBENDER

SIFU POWER
Evasive Bounds Airbender Sifu Utility 26
As they take aim, you seem to fly away.
Daily Elemental
Immediate Interrupt
Personal
Trigger: You are targeted by an attack.
Effect: The attack fails and you may fly twice
your speed.. Any condition that would prevent
you from moving immediately ends. Before or
after the movement is resolved any ally within 5
squares of you may make a saving throw with a
+5 bonus.

GRAND

LOTUS

Pai Sho is more than just a game, and I am


more than just a player of Pai Sho.
Prerequisite: 21st level, Joining the Order or
Old Master.
The Order of the White Lotus is a secret society
that transcends political and social boundaries.
It is older than you know, and you know much,
much more than most people. Your more than
just a member of the order, you are one of the
oldest members. When you were young you were
invited into the order because the Old Masters
of your day saw great potential in you, now you
have reached the highest rank in the order. For
decades, perhaps centuries you have subtly influenced the political machinations of your world,
but a time will come for you to make the ultimate
gambit.

79

Not even your closest allies know of your status


in the order. Many members of the order never
meet, and if they do they only learn for sure over
a game of Pai Sho. But your status in the order
is more than just a political position, it is a sign of
great wisdom and great tactical genius. But most
importantly it is a sign that you can keep one
doozy of secret!
IMMORTALITY? I
RESPECTFULLY DECLINE.
As a member of the White Lotus you must have
shown great humility, honesty and compassion.
In the end, though your destiny is great, you have
no great interest in immortality.
The Ultimate Gambit: The Order of the White
Lotus is a subtle organization. Its members dont
meet very often, and when they do, they do so
in secret. But there is an understanding amongst
the members of the White Lotus that a time could
come when its members will have to unite in
broad daylight and perform the Ultimate White
Lotus Gambit. Some great inequality will require
the united power of the whole order to correct. On
that day members may die and the order may
have reveal itself to the world, but afterwards the
world will never be the same.
Those who are lower in the order, younger than
you and less experienced wont have realized it
fully, but you are now certain that the day of this
Ultimate Gambit is on the horizon. You must prepare, get in contact with the Old Masters, those
who who rank just below you in the order. They
will have sensed something is up, but it will be
up to you, the Grand Lotus, to inform them of the
details.
After the battle is over, you will finally have space
to rest. After the day of the Ultimate Gambit
comes along and you show your hand, you may
just settle down and open up a tea shop. The
world will never forget what you did that day,
even if they never know that you did it.
GRAND LOTUS FEATURES
All Grand Lotuses have the following features.

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Years of Experience (21st Level): You are very


old and very wise. Increase your Intelligence and
Wisdom by 2.
Grand Lotus Tactics (24th Level): You have
seen many battles in your time, tactical genius
come to you naturally. You cannot be surprised. If
you have not yet acted in a round you gain a +2
bonus to all defenses.
The Lotus Opens Wide (30th Level): Once per
encounter, as a free action, you may choose an
ally within line of sight. That ally shares any bonuses and beneficial conditions currently affecting you until the end of your next turn.
GRAND

LOTUS

POWER
Great Secret
Grand Lotus Utility 26
Even the highest ranked members of the Order
dont know about your final secret. It was told to
you by the previous Grand Lotus, and to her by
the Grand Lotus before her.
Daily Elemental, Healing
Immediate Interrupt
Close burst 10
Trigger: You, or an ally, are reduced to 0 or
fewer hit points.
Effect: The target regains hit points up to their
bloodied value. Until the end of the encounter,
if the target has not yet acted in a round they
gain a +2 to all defenses. This stacks with your
Grand Lotus Tactics feature.

THE

MOON

SPIRIT

The legends say the moon was the first Waterbender. Our ancestors saw how it pushed and
pulled the tides and learned how to do it themselves.
Prerequisite: 21st level, Waterbender
When you were born, you were special, instead
of crying when you were born you were born
asleep. But something was also terribly wrong,
and not even the greatest healers could help you.
Maybe you were sick, or cursed or malformed,
whatever the problem your parents turned to the
great spirit Tui, the Moon Spirit, to help you. Tui
agreed, for she saw in you a great destiny.
Ever since she healed you, you have carried
with you a piece of the Tuis life force, and it has

marked you. Perhaps you have white hair, or unusually colored eyes, perhaps you have a moon
shaped birthmark or your skin seems to sparkle
when the moon is full. Whatever the case, you
may or may not have been aware of the cause
until now, when the world calls on you to fulfill the
destiny Tui saw in you as an infant.
But this destiny isnt just the end to your story.
Tui is, after all, the source of power for all Waterbenders everywhere. You took to Waterbending
naturally after you were revived and ever since
then your power has only grown.
IMMORTALITY?
You will someday join Tui and become the new
Moon Spirit. How this will happen is not clear, nor
is it clear whether this is a great burden or a great
honor.
The Spirit Oasis: There will come a time when
the piece of Tuis life force that you carry within
yourself will have to be returned. Perhaps Tuis
life will be in danger, and only you can heal her.
Or maybe you will simply be elected her successor, to gift the power of Waterbending to the
world until you find yourself a successor.
The only thing you do know, and this is something you have known in your heart your whole
life, is that this moment where your destiny is
fulfilled will happen somewhere called the Spirit
Oasis. Youve looked in libraries and asked sages
and the words Spirit Oasis do seem to pop up
where you go, but the true nature of the Spirit
Oasis, its pupose and its true location remain a
mystery. There is some group that might know
more, but the only lead you have on them is a
lowly Pai Sho tile with a flower on it.
THE MOON SPIRIT FEATURES
The Moon Spirit has the following features.
Gift of the Moon Spirit (21st Level): Your contact with Tui has given you great Waterbending
prowess. Your Waterbending Class Feature has a
range of 20 and can be used on up to 50 gallons
of water at a time.
Great Wisdom (21st Level): Your brief contact

with Tui has left you with a fragment of her great


wisdom. Increase your Wisdom score by 2.
Moons Blessing (24th Level): Your relationship
with the Moon Spirit has allows you to replenish
your power sooner. During an extended rest you
may choose one Waterbender or Waterbender
Paragon Path Daily Power, you may use it once
per encounter until your next extended rest.
Tuis Apotheosis (30th Level): Your power has
peaked, soon you will find yourself at the Spirit
Oasis. But the danger has never been greater,
knowing this Tui has granted you a penultimate
gift. During an extended rest you may choose
one Waterbender or Waterbender Paragon Path
Utility power, you may use it at-will until your next
extended rest.
THE

MOON

SPIRIT POWER
Moons Wrath
The Moon Spirit Utility 26
Though you are a kind and gentle soul, sometimes you are forced to show your power.
Daily Elemental, Stance
Minor Action
Personal
Effect: Until the stance ends you gain a +2
power bonus to Waterbender attack powers
and once per round you may push, pull or slide
one target your Charisma or Dexterity modifier
squares as a free action.

PHOENIX

KING

I am no more. Just as the world will be reborn in


fire, I shall be reborn as the supreme ruler of the
world. From this moment on, I will be known as
the Phoenix King!
Prerequisite: 21st level, Firrbender
The world is really a simple place, there are the
strong and weak. Those that are born lucky and
those that are lucky to be born. You are powerful.
You are worthy. You are destined to rule them all!
You might be royalty, but you could also be a serf
of no particular note. The important thing is that
you are capable, and ready, to crush your opposition underneath your heel. The fire of passion
burns within you brighter than in any other being,
that is all the notoriety you need.
Your power is like the fire you control. It starts

81

with an errant spark, but with the right conditions


it becomes an unstoppable inferno. Just as your
flames know no bounds, your ambition knows
none either, and nothing, not sentimentality, or
family or anything else will tie you to the ground
and prevent you from ascending to lead the
world!
IMMORTALITY
Your search for power will not end until you
control the world. It isnt because you are power
hungry, and it isnt out of greed. It is for the betterment of the world because its your destiny to
rule.
King of the World: People dont like to admit it,
but they need a ruler. They dont want to handle
the kind of responsibility that comes with a
shared, harmonious existence. They want wealth
and power and if you give it to them, and tell
them they deserve it they wont question it. Even
if it means that someone, somewhere else had
to have something taken away. Which it does.
Thats why the world needs you. You have the
strength and the perseverance and the mental
clarity to do what needs to be done. So really,
when you say you want to control the world,
youre being noble. And lets face it, if you dont
take over the world, someone else will. Someone
less... worthy.
But before you rule the world, you need to prove
yourself to your future subjects. You neednt take
the world by force, although what could stop you
if you tried? You are fated to rule.
PHOENIX KING FEATURES
All Phoenix Kings have the following features.
Never Stop Burning (21st Level): Your Source
of Strength can increase past its maximum.
Anytime you deal damage and your Source of
Strength is above its maximum, reduce it by 1.
Flames of the Phoenix (24st Level): Your Firebending surpasses that of the rest of the world.
Anytime you would increase your current Source
of Strength, increase it by 1 more.
Right to Ascendancy (30th Level): The first
time you are bloodied in an encounter, choose a
target that is your level or higher. You may use

82

any attack power you know against the target as a


free action, even if you have already expended it.
PHOENIX

KING

POWER
Phoenix Rebirth
Phoenix King Utility 26
You think Im done fighting! You will learn respect, and suffering with your teacher!
Daily Elemental, Healing
Immediate Interrupt
Personal
Trigger: You are reduced to 0 hit points or
fewer.
Effect: You regain hit-points equal to your
Maximum Source of Strength. Your current
Source of Strength increases to maximum.
Until the end of the encounter, or you are no
longer bloodied, when you deal fire damage to
an opponent of yours or a higher level, you regain hit points equal to your maximum Source
of Strength.

PLANETBENDER

There, beneath you, beneath all of you is me.


You have ground to stand on only because I allow it.
Prerequisite: 21st level, Earthbender
Each of the bending disciplines harnesses something of great power, but without the earth beneath them Firebenders would have nothing to
burn, Airbenders would have no air through which
to soar, Waterbenders no oceans to command.
You have mastered Earthbending so thoroughly
that mountains are nothing more than stepping
stones, valleys are minor pitfalls.
As you stride across the ground you command,
the the extent of your power constantly increases
like the slow but steady movement of the continents that eventually creates entire mountain
ranges. Of course at the rate that your powers
are increasing someday soon you will be able to
bend entire kingdoms, perhaps the entire planet.
What you do with that power is up to you.
IMMORTALITY?
Some day youll die, but before that happens you
have the power to change the very shape of the

planet.
Shaping the Planet: Perhaps youll use the
power to crush every evil creature on the planet,
or maybe you feel like creating your own country
to rule over. Maybe its time to reset the clock and
return the planet to the way it was before life began, or just before the civilized races conquered
it.
However you choose to express your power you
cant just go about doing it, sure you have the
power to move mountains, but without proper
control and solid understanding you might destroy everything, sinking all of the land beneath
the waves. What exactly it is you need to accomplish your goals depends on what you intend to
change. Maybe you need to walk the expanse
of the civilized world in order to properly visualize your bending. Maybe you simply need to find
enough stone to shape your new world. Whatever
it is, you have more ground behind you in your
journey than ahead of you. Though what is ahead
might turn out to be the rockiest ground of all.

PLANETBENDER

POWER
Control the Battlefield Planetbender Utility 26
When most people say Control the Battlefield
they mean some tactical nonsense. You have
always been more literally minded.
Daily Elemental
Immediate Interrupt
Close burst 10
Trigger: You roll initiative.
Effect: Select any number of squares within
the burst. Those squares can either be made
into difficult terrain, normal terrain, raised 5 feet
or lowered 5 feet until the end of your next turn.
Sustain Free: The effect persists.

PLANETBENDER FEATURES
All Planetbenders have the following features.
Mountainbending (21st Level): Your power is
limitless in scope, but for now you can only safely
move so much earth without throwing the whole
planet off balance. Increase the range of your
Earthbending Class Feature to 20 and multiply
the quantity of earth you can bend by 10.
Mountains Toughness (21st Level): Your connection to the earth beneath you makes you
frighteningly tough. Your Constitution score
increase by 2.
Continentbending (24th Level): Choose an
Earthbender At-Will Attack power, if it has a range
of Melee Weapon, change that to Close burst 1. If
it has a range of Ranged 5 or 10, change that to
Area burst 1 within 5 or 10 respectively.
Planetbending (30th Level): Any Earthbender
or Earthbender Paragon Path powers that have
either Area or Close in the Range entry increase
their area by 2.

83

FEATS
HEROIC
AIRS

TIER

SWEEPING

FEATS
HAND

Prerequisites: Airbender
Benefit: When you move at least 2 squares
you gain +2 bonus to your Reflex defense until
the end of your next turn.
BATTLE

HARDENED

Prerequisites: Earthbender
Benefit: Unless you are surprised, when you
roll initiative you gain 5 temporary hit points.
BLUE

FIRE

Prerequisites: Firebender
Benefit: As long as you remain composed your
fire burns blue. While you are not bloodied during
an encounter, your Firebender attacks deal an
additional 2 damage.
BLUE

FIRE

HARMONY

Prerequisites: Firebender, Constitution 15


Benefit: When you bloody an enemy you gain
a +2 bonus to the next attack you make against
that enemy before the end of your next turn.
BLUE

FIRE

RAGE

CALM

BLESSING

Prerequisites: Firebender, Charisma 15


Benefit: When you bloody an enemy you
deal an addition 5 damage to attacks you make
against that enemy before the end of your next
turn.
Prerequisites: Waterbender, Charisma 15
Benefit: You may shift 2 squares as a free action when an ally is bloodied.
CALMING

TIDES

Prerequisites: Waterbender, Charisma 15


Benefit: When you use a Flowing Encounter
power and you affect two allies you gain temporary hit points equal to your Charisma modifier.

84

CANT DODGE THE WIND


Prerequisites: Airbender
Benefit: When you miss every target of a Daily
Airbender attack power that doesnt have a miss
effect, you may push the targets 3 squares.
CRASHING

WAVES

Prerequisites: Waterbender, Dexterity 15


Benefit: When you use a Flowing Encounter
power and you affect two enemies you gain a +2
bonus to your next attack.
DISTANT

DEFENDER

Prerequisites: Earthbender
Benefit: Increase the distance your watched
ally can be from you by 2.
EARTHS GRASPING HAND
Prerequisites: Earthbender, Strength 15
Benefit: When you would be pushed, pulled or
slid you may reduce the distance moved by 1.
FIRE

NATION

SOLDIER

TRAINING

Prerequisites: Trained in Endurance, Firebender.


Benefit: You are proficient with the Fire Nation
Uniform and you are very good at sychronizing
your fire attacks. If you make an attack with the
fire keyword while adjacent to a party member
that has used an attack power with the fire keyword since their last turn, you gain a +2 bonus to
your attack.
FIRES CLOSED FIST
Prerequisites: Firebender
Benefit: When you score a critical hit you may
increase your extra damage from your source of
Strength class feature by 2, but not above your
normal maximum. Increase this bonus to 4 when
you reach Paragon tier and 6 when you reach
Epic.
FLEETING

STRIKE

Prerequisites: Airbender
Benefit: When you use a Daily Airbender attack

power, you gain a +2 bonus to your speed until


the end of your next turn.

your choice until the end of your next turn.

FOCUS

Prerequisites: Airbender, Dexterity 15


Benefit: When you shift as a move action you
gain a +2 bonus to your AC until the end of your
next turn.

ON

THE

BATTLE

Prerequisites: Earthbender, Wisdom 15


Benefit: When you designate a watched ally,
you may designate an adjacent ally to the target
as well.
FROZEN

TORRENT

GUIDING

CHI

Prerequisites: Waterbender, Dexterity 15


Benefit: Whenever an enemy bloodies an ally,
you may immobilize that enemy until the end of
your next turn instead of slow it.
Prerequisites: Waterbender
Benefit: You may make Heal checks as minor
actions in combat.
Additionally, when you treat a creature with a disease, you gain a +5 bonus to the Heal check you
make.
GUIDING WINDS
Prerequisites: Airbender, Intelligence 15
Benefit: When you make a burst or blast attack, you may slide two allies, instead of one,
within that burst or blast 1 square before the attack.
HARMONIOUS

BACKLASH

Prerequisites: Firebender, Consitution 15


Benefit: Once per day, you can increase your
maximum damage (instead of 2 + Charisma,
it would be 4 + Charisma) from your Source of
Strength by two points if an ally within 5 squares
drops to 0 or lower.
HARSH GUSTS
Prerequisites: Airbender. Hurricane Monastic
Training
Benefit: When you deal your Dexterity modifier
in damage as per the Hurricane Monastic Training class feature, you may also push that creature 1 square.
HEADSTRONG

Prerequisites: Earthbender
Benefit: When you move to a space adjacent
to an enemy you gain a +1 bonus to a defense of

MOUNTAIN

BREEZE

OCEANS FLOWING HAND


Prerequisites: Waterbender, Wisdom 17
Benefit: When you use a Flowing Encounter
power and you affect both an ally and an enemy
with it you gain a +2 to all defenses until the end
of your next turn.
RAGE

UNLEASHED

Prerequisites: Firebender, Raging


Benefit: Once per day, you can increase your
maximum damage (instead of 2 + Constitution,
it would be 4 + Constitution) from your Source of
Strength by two points if an enemys attack drops
you to 0 or lower.
RUNNING

START

Prerequisites: Airbender, Dexterity 17


Benefit: Unless you are surprised, when you
roll initiative you may run as a minor action.
SPLIT

THE

BLAST

Prerequisites: Any elemental class


Benefit: You may convert any power with the
range of close blast 3 into two separate line 3
attacks.
STUBBORN

OPPONENT

SUPERIOR

BENDING

Prerequisites: Earthbender, Constitution 17


Benefit: When you fail a saving throw you gain
a +2 to your next saving throw against that effect.
Prerequisites: Any elemental class, bending
class feature
Benefit: Increase the range of your bending
class feature to 5. Double any quantity limits
mentioned in your powers description.
TEACHINGS

OF

THE

AIR

NOMADS

Prerequisites: Trained in Insight, Airbender,


(Air Nomads)

85

Benefit: You are proficient with the Air Nomad


Glider Staff. In addition you may meditate during
a extended rest, if you do you gain a +3 bonus to
your next Initiative check.

with a Waterbender Encounter or Daily power


with no miss effect, you may use a Waterbender
At-will attack power as a free action.

WATERS

Prerequisites: Earthbender, 11th level


Benefit: When a watched ally shifts as a move
action, the space they left is considered difficult
terrain until the end of your next turn.

EXTENSION

Prerequisites: Waterbender, Flowing Strike


Benefit: Your Flowing Strike class feature can
be activated by ranged attacks.

PARAGON
BURNING

TIER

FEATS

SOUL

Prerequisites: Firebender, 11th Level


Benefit: Unless you are surprised, you start
each encounter dealing 2 extra damage instead
of 0.
EARTHS

GRACE

Prerequisites: Earthbender, 11th level


Benefit: When you score a critical hit on
a creature, you may pull them a number of
squares equal to either your Strength or Wisdom
modifier. Choose the appropriate stat when you
take this feat.
ELEMENTAL

MASTERY

Prerequisites: Any elemental class, 11th level


Benefit: You gain resist 10 to an element based
on your class.
Airbender: Resist 10 force
Earthbender: Resist 10 acid
Firebender: Resist 10 fire
Waterbender: Resist 10 cold.
Increase this resistance to 15 at 21st level.
Special: If you qualify as multiple bender classes, you must choose one. You may take this feat
multiple times, each time you take it, you gain a
different resistance that you qualify for.
FLOATING WINDS
Prerequisites: Airbender, 11th level
Benefit: When you use your move action to
shift, you may add 1 square to the distance.
MOMENTUM

WAVE

Prerequisites: Waterbender, 11th Level


Benefit: Once per encounter when you miss

86

NEGATIVE

OCEANS

JING

PROTECTION

Prerequisites: Waterbender, 11th Level


Benefit: When you push, pull or slide an ally,
that ally gains a +1 to all defenses until the end of
your next turn.
OUTBURST

OF

STRENGTH

Prerequisites: Firebender, 11th level


Benefit: When you spend your second wind,
you may add 3 to your current Source of
Strength damage.
PERSISTENT

FLAMES

Prerequisites: Firebender, 11th Level


Benefit: Enemies take a -2 penalty to saving
throws against ongoing fire damage from your
attacks.
PERSONAL

HEALING

Prerequisites: Waterbender, 11th level


Benefit: As a free action when you use your
healing waters class feature, you may change
the range from close burst 5 or 10 to melee
touch. If you do, you may add an extra 1d6 to the
hit points regained.
POSITIVE

JING

SUPERIOR

EVASIVE

Prerequisites: Earthbender, 11th level


Benefit: You may designate one ally as your
watched ally as a free action once per turn.
WINDS

Prerequisites: Airbender, 11th level


Benefit: Instead of gaining a +2 to AC from
your Evasive Winds class feature, you may
spend a minor action to gain a +2 bonus to AC.

EPIC
EARTHS

TIER

FEATS

GAPING

MULTICLASS

MAW

Prerequisites: Earthbender, 21st level


Benefit: When you hit an enemy with the shifting ground power, the target is also immobilized
until the end of ir next turn.
EARTHS

GREAT

SHIELD

Prerequisites: Earthbender, 21st level


Benefit: When you deflect a ranged attack with
your earthen shield power, the watched ally you
protected has cover until the end of your next
turn.
LIGHTNING

BURST

LINGERING

CHI

Prerequisites: Waterbender, 21st level


Benefit: When you heal an ally with the healing waters power and they are still bloodied,
they gain regeneration 3 until they are no longer
bloodied.
THE

DRAGONS

HIDE

Prerequisites: Firebender, 21st level


Benefit: Your attacks ignore fire resistance and
fire immunity.
UNSUBTLE

BREEZE

Prerequisites: Airbender, 21st level


Benefit: When an adjacent enemy is missed by
a melee attack, they may shift 1 square as a free
action as per your evaisive currents class feature.
WINDRUNNER

DABBLER

[MULTICLASS

Prerequisites: Airbender, 21st level


Benefit: Increase your base speed by 2.

AIRENDER]

Prerequisite: Wis 13
Benefit: You gain training in one skill from the
airbenders class skill list.
Choose a 1st-level airbender at-will power. You
can use that power once per encounter. In addition, you can use a ki focus as an implement
when using a airbender power or a airbender
paragon path power.
AIRBENDER

PUPIL

[MULTICLASS

Prerequisites: Firebender, 21st Level


Benefit: You may substitute lightning damage
for fire damage with any Firebender or Firebender Paragon Path Power. If you do, you deal an
additional 1d10 damage and reduce your current
Source of Strength damage by 2.

SCORCH

AIRBENDING

FEATS

AIRBENDER]

Prerequisite: Wis 13
Benefit: You gain training in one skill from the
airbenders class skill list.
In addition, twice per encounter, when an enemy misses you with an attack, you may shift 1
square. You can use a ki focus as an implement
when using a airbender power or a airbender
paragon path power.
EARTHBENDING

[MULTICLASS

DABBLER
AIRENDER]

Prerequisite: Con 13
Benefit: You gain training in the Insight skill.
Choose a 1st-level earthbender at-will power.
You can use that power once per encounter. In
addition, you can use a ki focus as an implement
when using a earthbender power or a earthbender paragon path power.
EARTHBENDING

[MULTICLASS

INITIATE
EARTHBENDER]

Prerequisite: Con 13
Benefit: You gain training in the Insight skill.
In addition, once per encounter, you may make
an ally within 5 squares a watched ally. You may
using the shifting grounds and earthen shard
powers to protect them. You can use a ki focus as
an implement when using a earthbender power
or a earthbender paragon path power.

87

FIREBENDING

DABBLER

[MULTICLASS

AIRENDER]

Prerequisite: Dex 13
Benefit: You gain training in one skil from the
firebenders class skill list.
Choose a 1st-level firebender at-will power.
You can use that power once per encounter. In
addition, you can use a ki focus as an implement
when using a firebender power or a firebender
paragon path power.
MOONS

ACOLYTE

[MULTICLASS

WATERENDER]

Prerequisite: Wis 13
Benefit: You gain training in the Heal skill.
Once per day, you can use the waterbenders
healing waters class feature. In addition, you
can use a ki focus as an implement when using
a waterbender power or a waterbender paragon
path power.
STUDENT

OF

[MULTICLASS

THE

FLAME

FIREBENDER]

Prerequisite: Dex 13
Benefit: You gain training in one skil from the
firebenders class skill list.
In addition, twice per encounter, you may deal 5
extra fire damage when you damage a creature.
You can use a ki focus as an implement when
using a firebender power or a firebender paragon
path power.
WATERBENDING

[MULTICLASS

DABBLER

WATERENDER]

Prerequisite: Wis 13
Benefit: You gain training in the Heal skill.
Choose a 1st-level waterbender at-will power.
You can use that power once per encounter. In
addition, you can use a ki focus as an implement
when using a waterbender power or a waterbender paragon path power.

KYOSHI

WARRIOR

The Kyoshi Warriors are an elite sect of fighters who have created a fighting style based on
one of the past lives of the current Avatar, an
Earthbending woman named Kyoshi. They fight
with ceremonial armored dresses, red, white and

88

black face paint and an extremely specialized


weapon called a War Fan. These warriors are
traditionally all female, but men have been known
to be accepted among their ranks if they prove to
be worthy.
KYOSHI

INDUCTION

KYOSHI

WARRIOR]

KYOSHI

WARRIOR

[MULTICLASS

Prerequisite: Trained in Intimidate


Benefit: You gain a +2 to Intimidate checks.
You gain proficiency with the Kyoshi War Fan.
When you wield a Kyoshi War Fan you may treat
it as a light thrown weapon with a range of 5/10.
In addition, once per encounter, you may make
an Intimidate check as minor action.
NOVICE

Prerequisite: 4th Level, Kyoshi Induction feat


Benefit: You can swap one 3rd level or higher
encounter power for the kyoshis strike power.

Kyoshi Strike

The war fan is a delicate weapon, but with


finesse you can use it to strike with the force of
an earthbender.
Encounter Martial
Standard Action Melee weapon
Special: You must be wielding a Kyoshi War
Fan.
Target: One creature
Attack: Strength or Dexterity vs. AC.
Hit: 2[W] + Dexterity modifier damage and the
target is pushed 3 squares and marked.
Special: When you choose this power, choose
whether you use Strength or Dexterity to make
the attack.
KYOSHI

WARRIOR

EXPERT

Prerequisite: 8th Level, Kyoshi Induction feat


Benefit: You can swap one 6th level or higher
utility power for the intimidating visage power.

Intimidating Visage

The make-up you wear looks decorative in daily


life, but fearful on the battlefield.
Encounter Martial
Minor Action
Close burst 1
Target: Each enemy within burst.
Effect: The target grants you combat advantage until the end of your next turn.

KYOSHI

WARRIOR

SPECIALIST

Prerequisite: 10th Level, Kyoshi Induction feat


Benefit: You can swap one 9th level or higher
utility power for the kyoshi fan dance power.

Kyoshi Fan Dance

The Kyoshi Warriors are trained to use precise,


dancelike movements to cut a swath across the
battlefield.
Daily Martial
Standard Action Close burst 1
Target: One, two or three creatures in burst
Attack: Strength or Dexterity vs. AC, up to
three attacks
Hit: 2[W] + Dexterity modifier damage. You
may forgo up to 2 extra attacks. If you forgo 1,
the targets are dazed, if you forgo 2 the target
is stunned.
Special: When you choose this power, choose
whether you use Strength or Dexterity to make
the attack.

SOUTHERN

WOLF

SOUTHERN

[MULTICLASS
WOLF]

SOUTHERN

WOLF

COMING

OF

AGE

Prerequisite: Proficient with a Mace, Spear or


Light Blade weapon
Benefit: You gain proficiency in the Water Tribe
Boomerang. When you wield a Water Tribe Boomerang, its range increases to 20/30 and it gains
the High Crit property. You ignore difficult terrain
that is caused by water and ice.
NOVICE

Prerequisite: 4th Level, Coming of Age feat


Benefit: You can swap one 3rd level or higher
encounter power for the boomerang strike power.

Boomerang Strike

Your effectiveness with the boomerang allows


you to hit enemies from the side, or even their
backs.
Encounter Martial
Standard Action Melee weapon
Special: This power is considered to have the
same keywords and range as the at-will power
you use with it. You must be wielding a Water
Tribe Boomerang.
Target: One creature
Effect: Use a melee or ranged at-will attack
power. You do not need to have line of sight to
hit your target as long as they are in range and
you have line of effect. Ignore cover and concealment when making this attack.

The Southern Wolves are an elite class of warrior


whose style of combat is informed by their hunting and survival practices in the arctic regions
from which they hail. They wear highly stylized
armors colored in grays and blues, often with
similar facial makeup, and a weapons made from
bone. It is the practice of these tribes to train their
men for combat as soon as they reach maturity.
Though women among their ranks are rare due to
these ancient customs, they are not unheard of.
SOUTHERN WOLF EXPERT
Prerequisite: 8th Level, Coming of Age feat
Benefit: You can swap one 6th level or higher
utility power for the cold hearted warrior power.

Cold Hearted Warrior

Your warrior training in the coldest climates prepares you to fight the elements.
Daily Elemental
Minor Action
Personal
Effect: Until the end of the encounter you gain
resist cold equal to half your level.
SOUTHERN

WOLF

SPECIALIST

Prerequisite: 10th Level, Coming of Age feat


Benefit: You can swap one 9th level or higher
daily power for the wolf pounce power.

89

Wolf Pounce

You have been trained to intercept an enemies


attack and throw them to the ground.
Daily Martial
Immediate Interrupt
Melee 1
Trigger: An enemy attacks you.
Target: The triggering enemy.
Effect: 4d10 + Strength modifier damage. The
target is knocked prone.

WHITE

LOTUS

The Order of the White Lotus is an ancient secret


society that transcends the boundaries of countries and other political alliances. They seek balance, beauty and truth. They are devoted to the
sharing of ancient knowledge across national and
political divides.
JOINING

THE

ORDER

[MULTICLASS

WHITE

LOTUS]

Benefit: You gain training in Streetwise. Once


per encounter when you roll initiative, you may
subtract up to 5 from your roll and add it to the
initiative of an ally within 10. In addition you may
find a place of refuge in any large settlement at a
secret waystation of the Order of the White Lotus.
These waystations can be found in any nation
regardless of political or social boundaries. You
show your membership at such a waystation by
playing Pai Sho, a tile based game, and performing the White Lotus Gambit. These waystations
have food, water and a secret room where you
may hide or rest. Only players with this feat may
enter the secret room. When you fail a Streetwise
check made at a White Lotus Waystation you
never risk drawing attention.
WHITE

LOTUS

NOVICE

Prerequisite: 4th Level, Joining the Order feat


Benefit: You can swap one 3rd level or higher
encounter power for the pai sho tactics power.

90

Pai Sho Tactics

Pai Sho is much more than a just game.


Encounter Elemental
Standard Action
Special: This power is considered to have the
same keywords and range as the at-will power
you use with it.
Target: One creature
Effect: Use a melee or ranged at-will attack
power. If you hit, you may slide the target a
number of squares equal to half your level. The
target grants combat advantage to you until the
end of your next turn.
WHITE

LOTUS

EXPERT

Prerequisite: 8th Level, Joining the Order feat


Benefit: You can swap one 6th level or higher
utility power for the white lotus memory power.

White Lotus Memory

Amongst the ranks of the Order, there are men


and women who have fought in every war for
the last hundred years. You have learned from
each of them.
Daily
Immediate Interrupt
Personal
Trigger: You make an initiative check
Effect: You may make a Streetwise check instead, use the result as your initiative.
WHITE

LOTUS

SPECIALIST

Prerequisite: 10th Level, Joining the Order feat


Benefit: You can swap one 9th-level or higher
daily attack power you know for the white lotus
gambit power.

White Lotus Gambit

Not many still cling to the ancient ways.


Daily
Move Action
Melee 1
Target: One creature
Effect: Before the attack, you shift your speed.
Allies within 5 squares may shift their speed
as well. For each ally that does this, they may
make a basic melee attack against the target
with a +3 bonus to their attack and damage roll.
Attack: Wisdom, Intelligence or Charisma vs.
Will
Hit: Wisdom, Intelligence, or Charisma modifier
damage and the target is stunned until the end
of your next turn.

PLAYING

THE

AVATAR

The Avatar is the Spirit Worlds hand in keeping


the balance between the four elements secure.
They are the barrier between two worlds, freely
walking between the material plane and the Spirit
World. When the Avatar learns of their destiny,
they will already know one bending art very well
and must begin to study the other three. Eventually they master every element. The Avatar is the
only being capable of learning each bending style
like this.
The Avatar is a chosen individual whose sole
purpose is to keep the balance between the four
elements. The Avatars destiny is often decided
before they are born, by the powers that be. Each
bending style has a method of determining who,
when it is their elements turn in the cycle, of their
people is the Avatar.

Whenever the Avatar dies, the spirit of the
Avatar reincarnates. Each time the Avatar dies,
their spirit is reincarnated. When this happens,
the new Avatar hails from a different bending
discipline The cycle passes from airbenders, to
waterbenders to earthbenders, and finally to the
firebenders. Then the cycle continues once more,
from the firebenders to the airbenders.


Typically the Avatar is informed of their
destiny on the day of their sixteenth birthday.
Then begins a long journey to meet with teachers
of each bending style and thus master all of the
styles of bending.

Besides being a master of all four bending styles (usually refered to as a Fully Realized
Avatar), the Avatar has many abilities to aid them
in their quest to protect the world. The Avatar has
an innated talent for their first bending art, much
superior to the other young benders their age.

In their repertoire of abilities is a self
defense mechanism known as the Avatar State.
When their life is threatened, they transcend to
a higher state of consciousness and become a
being of pure power. Their eyes glow a bright
blue and their original personality is all but gone,
replaced by a serious and often vengeful one. In
this form, an Avatars power is twofold. However,
with this great power comes a great drawback.
If the Avatar is ever killed while in their Avatar
State, the cycle is forever broken and never again
will the Avatar become reincarnated.
Play the Avatar if you want...
to be a character with a great responsibility to
the world.
to eventually master every style of bending.

91

to become the in-between for the material plane


and the Spirit World.

PHYSICAL

QUALITIES

The Avatar is not physically different from other


people. They appear as normal (or as different,
as the case may be) as a regular member of their
race and class.

When the Avatar goes into the Avatar
State, their eyes glow a bright blue. Depending
on the race or cultural norms, markings or tattoos
may glow blue as well.

PLAYING

THE

AVAVAR

The Avatar holds great responsibility and great


power. They are the sole defender of the balance
between the four elements, and by extension the
general good of the world.

Understandably, when the Avatar is informed of their destiny to become the defender of
this balance and the mediator for the Spirit World,
it can be overwhelming. Their whole world would
be turned upside as they were sent off to different
parts of the world to learn the different bending
styles. However, pushing through the frustration
of learning the different styles (namely the style
that is opposite of the Avatars original style, like
fire and water, air and earth) can bring great inner
strength and wisdom.

Through the hardships, the Avatar becomes a responsible and reasonable person,
keen to the spiritual nuances of the world.

How each Avatar takes to the responsibility of being the Avatar differs from individual to
individual.

FEATS
Being the Avatar means having the Avatars Destiny feat. A number of these feats are power-swap
feats. If you use retraining to replace a powerswap feat with another feat, you lose any power
gained from the power-swap feat and regain a
power of the same level from your primary class.
The Avatars Destiny feat and other Avatar feats
are part of a new classification of feat known as
bloodline feats. All bloodline feats are noted as

92

such in the feats name. You can have bloodline


feats of only one type; thus, if you choose the
Avatars Destiny feat, you can have only Avatar
Bloodline feats.
AVATAR'S

DESTINY

BLOODLINE]

[AVATAR

Prerequisite: Any elemental class, 1st level


Benefit: You gain the Avatar State daily power.
Additionally, you gain a +2 bonus to Religion and
Insight checks regarding lore with the Avatar.

The Avatar State

They think they mightve killed the Avatar, but


destiny will not allow it.
Daily
Immediate Reaction
Personal
Trigger: You drop to 0 hit points.
Effect: You enter the Avatar State, becoming
a destructive force against those that would kill
you. You spend a healing surge and stand up.
Until the end of your next turn, you gain a +2
bonus to all attack rolls and deal an extra 1d6
damage.

HEROIC
AVATARS

TIER

FEATS

RESOLVE

Prerequisite: Avatars Destiny feat


Benefit: You gain a +2 bonus to your Will defense. You also gain a +2 bonus to save against
the dazed and stunned conditions.
LEARNING

THE

FIRST

STYLE

Prerequisite: Avatars Destiny feat


Benefit: You learn your first style, the next
bender class in line. What the first style is depends on what your primary bending class is. The
waterbenders first style is earthbender, earthbenders first style is the firebender, firebenders
first style is airbender and airbenders first style is
waterbender. You may swap one of your primary
classs powers with your first styles class. You
gain power of the same kind that you swapped
out. You use your primary stat when making attacks taken from your first style. From now on,
when you gain a level which grants you a power,
you may choose a power from the your first style
instead of a power from your primary class. You

may change the primary stats if you wish.


THE

AVATAR

CANNOT

DIE

TIER

FEATS

Prerequisite: Avatars Destiny feat


Benefit: When making death saving throws,
you may spend a healing surge on a roll of 19 or
20. Additionally, you only fail a death saving throw
when you roll a 7 or below.

PARAGON
LEARNING

THE

SECOND

STYLE

Prerequisite: Avatars Destiny feat, Learning


the First Style
Benefit: You learn your second style, the next
bender class in line. What the second style is
depends on what your first style is. The waterbenders second style is earthbender, earthbenders second style is the firebender, firebenders
second style is airbender and airbenders second
style is waterbender. You may swap one of your
primary classs powers with your second styles
class. You gain power of the same kind that you
swapped out. You use your primary stat when
making attacks taken from your second style.
From now on, when you gain a level which
grants you a power, you may choose a power
from the your second style instead of a power
from your primary class or first style. You
may change the primary stats if you wish.
MASTER

THE

CHAKRAS

Prerequisite: Avatars Destiny feat


Benefit: You may use The Avatar State power
as a minor action instead of an immediate reaction. You dont need to fail a death saving throw
to use it this way. You may sustain it with a move
action. When you are no longer under the effect of the Avatar State, you are weakened (save
ends).
l

EPIC

TIER

LEARNING

THE

FEATS

FINAL

STYLE

Prerequisite: Avatars Destiny feat, Learning


the First Style, Learning the Second Style
Benefit: You learn your final style, the next
bender class in line. What your final style is
depends on what your second style is. The water-

benders final style is earthbender, earthbenders


final style is the firebender, firebenders final style
is airbender and airbenders final style is waterbender. You may swap one of your primary
classs powers with your final styles class. You
gain power of the same kind that you swapped
out. You use your primary stat when making attacks taken from your final style. From now on,
when you gain a level which grants you a power,
you may choose a power from the your final style
instead of a power from your primary class, first
style or second style. You may change the primary stats if you wish.
ELEMENTAL

PERFECTION

Prerequisite: Avatars Destiny feat, Learning


the Final Style
Benefit: When you use an elemental power,
you may reroll 1s on damage rolls.

FULLY REALIZED
AVATAR
Prerequisite: 21st level, Avatars Destiny feat,
Learning the Final Style feat
Your training is done and your destiny is now
coming together. You are a fully realized Avatar
and the only thing that rivals your power, is your
responsibility. A fully realized Avatar commands
all four elements, blending them into the
perfect style. You use the powers of air, earth,
fire, and water as smoothly as a master of any
one element.
Your fate is now sealed however.
The mere act of becoming a master of all four
elements signifies that they are on their way to
conquering some looming evil, righting an overwhelming wrong, and restoring the balance to
the world. An Avatar that has traveled this far has
acquired the tools and learned the discipline to
face the any enemy that threatens the world and
its balance.
Each time the Avatar cycle turns and brings a
new face into the fold, the fates align to bring
about a worthy challenger to the Avatar. Soon
enough, as a fully realized Avatar, your foe will
make themself known and challenge you. How-

93

ever, youll have the power of a thousand benders locked within your style, prepared to protect
the world from any threat.
PRESERVING THE CYCLE
As the Avatar you will achieve immortality of a
sort. However your death is relied on to continue
the cycle of reincarnation that assures the world
will always have an Avatar. One element must not
have a monopoly over an eternal Avatar; it goes
against their creed and their purpose in the world.
Though you must eventually die, it is said that the
Avatars spirit itself travels from element to element, reincarnating into another person as soon
as the Avatar dies. In that sense you have always
been immortal. The Avatar, in spirit, is always
alive and forever reborn. Avatars have passed on
in many different ways; some have died of old
age others have perished in a terrible battle. Your
fate may already be known to you, but no matter
what it is, unless you are to be killed while in the
Avatar State, your life will continue for generations.
FULLY REALIZED AVATAR
FEATURES
All fully realized Avatars have the following features.
Avatars Resource (21st level): A fully realized
Avatar may declare, after rolling an attack roll,
that an attack is a critical hit three times per day.
Fury of the Avatar State (24th level): Once per
day, when you fall to 0 hp or fewer, you may use
the The Avatar State daily power as a free action
even if you have already expended it. The power
lasts until the end of the encounter. Additionally,
every creature within a close burst 3 is pushed
back 3 squares and stunned until the end of your
next turn.
Elemental Aptitude (26th level): Choose an
at-will from every elemental class other than your
own. You gain that at-will.
Avatars Grace (30th level): Your Elemental Encounter powers that normally require a Standard
Action to use require a Move Action. Additionally,
when using an elemental power, you can score a
critical on a roll of 18-20.

94

EQUIPMENT
MILITARY MELEE WEAPONS

Chainmail (Heavy)

Armor
Bonus

Minimum
Check
Enhancement Bonus

Fire Nation Uniform +6


ARMOR

-1

Speed

Price

Weight

-1

40g

40 lbs.

Special

See description.

TYPES


Fire Nation Uniform: Your armor displaces
heat very effectively. You gain resist fire 5. In addition,
when making an Endurance against a heat based effect, roll twice and choose either result.

MILITARY MELEE WEAPONS

One-Handed
Weapon

Prof

Damage

Range

Price

Weight

Group

Properties

Kyoshi War Fan


+2
1d8
8g
3 lbs
Light blade

Defensive
Offhand

Glider Staff

Special

+2

1d8

Tiger Hook
+3
1d8
Sword

35g

1 lb

50g

2 lb

Staff
Light blade,
Polearm

Off-Hand,
Special

Water Tribe
Boomerang

+2
1d6
10/20
5g
5 lbs
Light blade

Light thrown

Tiger Hook Sword: The tiger hook sword is
WEAPON TYPES
a blade with a curved end, effective for disarming
and grabbing opponents. It is often dual wielded and

Kyoshi War Fan: This is a carefully crafted
masters of the Tiger Hook Sword develop special
war fan, used by an ancient order of all female wartechniques possible only with such a weapon.
riors. This carefully crafted metal fan is equipped with
When using a grab attack while wielding a tiger hook
a sharp, bladed edge. It can be opened and
sword, you gain a +2 bonus to the attack roll.
closed easily, making it ideal to trap an opponents

Water Tribe Boomerang: Specially made by
weapon with.
tribes in the arctic areas in the world, it is made of

Glider Staff: The Glider staff is a slightly
a metal that is highly resistant to the biting sting of the
lighter Quarterstaff that can, when struck on the
cold. Most of its edges, with the exception of thehanground or spun in a very specific way, produce a set
dle, are thinned to a sharp edge. It always returns to a
of gliding wings on either side and a stabilizing tail.
proficient thrower.
While wielding a Glider Staff you gain a +5 bonus to
Athletics checks made for the purposes of jumping.

95

ARMOR
Wolf Armor

Level 4+
This protective armor is designed to keep you
warm while giving you maximum mobility.
Lvl 4 +1
840 gp
Lvl 19 +4 105,000 gp
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Armor: Hide, Chainmail
Enhancement: AC
Property: You gain Resist cold 5.
Lvl 14+: Resist cold 10.
Lvl 24+: Resist cold 15.
Power (Daily): Standard action. Make a melee
basic attack against the target. If you hit the
target is knocked prone and takes a penalty to
all defenses equal to this armors enhancement
bonus until they are no longer prone or until the
end of your next turn, whichever comes first.

WEAPONS
Acrobats Staff

Level 4+
This staff is made with a supple wood, providing the perfect tool for jumping.
Lvl 4 +1
840 gp
Lvl 19 +4 105,000 gp
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Weapon: Quarterstaff
Enhancement: Attack rolls and damage rolls.
Power (Encounter): Free action. When you
make an Athletics check to jump and have this
equipped, you may jump an extra square.

Black Meteorite Weapon

Level 15+
This long black sword was crafted from a hunk
of fallen space rock, it is especially effective
against powers different than your own.
Lvl 15 +3 25,000 gp
Lvl 30 +6 3,125,000 gp
Lvl 20 +4 125,000 gp
Lvl 25 +5 625,000 gp
Weapon: Longsword, Jian
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 per plus
Property: Anytime you take typed damage of
a variety you cannot deal or resist, your next
attack against the target that hit you deals extra
damage equal to this weapons enhancement
bonus until the end of your next turn.

96

Burning Sai

Level 17+
This dark red dagger has two retractable claws
that can be extended with a flick of the wrist.
Lvl 17 +4 65,000 gp
Lvl 22 +5 325,000 gp
Lvl 27 +6 1,625,000 gp
Weapon: Dagger
Enhancement: Attack rolls and damage rolls.
Critical: 1d10 per plus.
Property: This dagger can be converted into a
Sai as a free action. In Sai form it has the Defensive property and a proficiency bonus of +2.
Power (At-Will): Free action. Use this power
when you hit with a Coup de Grace. You deal
additional damage equal to your Dexterity
modifier.

Ember Knives

Level 15+
These knives are tinted red in the center, they
are perfectly weighted for throwing.
Lvl 15 +3 25,000 gp
Lvl 30 +6 3,125,000 gp
Lvl 20 +4 125,000 gp
Lvl 25 +5 625,000 gp
Weapon: Dagger
Enhancement: Attack rolls and damage rolls.
Critical: 1d6 per plus.
Property: These knives always come in sets
of four. You are considered to have the Quick
Draw feat as long as you are drawing an Ember knife. They have a range of 10/20. You gain
a +4 bonus to attacks made with these knives
against targets granting combat advantage,
instead of the normal +2.
Power (Daily): Standard action, Make up to
four ranged basic attacks. You must use an
Ember Knife for each such attack. If the targets
of all attacks made as a result of this power
are surprised, this power takes a minor action
instead.

Whale Tooth Scimitar

Level 1+
This scimitar, favored by the Southern and
Northern Water tribes, is built from the bone of
a Whale-Dolphin.
Lvl 1 +1
360 gp
Lvl 16 +4 45,000 gp
Lvl 6 +2
1,800 gp
Lvl 21 +5 225,000 gp
Lvl 11 +3
9,000 gp
Lvl 26 +6 1,125,000 gp
Weapon: Scimitar
Enhancement: Attack rolls and Damage rolls.
Critical: +1d6 Cold per per plus.
Power (Daily): Minor action, Burst 5, affected
creatures with resist fire or fire immunity gain
vulnerable 5 Cold until the end of your next
turn.
Lvl 15: Vulnerable 10 Cold
Lvl 25: Vulnerable 15 Cold
Special: Waterbenders may use this weapon
as an implement even if they are not proficient
with Scimitars.

KI

FOCUSES

Aangs Staff

Level 10+
This gliderstaff is a token of the Great Air Nomad Avatar Aang. It lifts your spirits just to hold
it.
Lvl 10 +4
5,000 gp
Lvl 25 +6 625,000 gp
Lvl 15 +5 25,000 gp
Lvl 30 +6 3,125,000 gp
Lvl 20 +6 125,000 gp
Implment (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d8 per plus or you gain a bonus to
your speed equal to this items enhancement
bonus until the end of the encounter.
Property: You cannot be slowed.
Power (Daily): Minor Action, you move a number of squares equal to this items enhancement
bonus. Allies within 5 squares of you at either
the beginning or end of this movement, may
make a saving throw.

Air Bison Tooth

Level 3+
This fist sized molar was purportedly taken
from an Air Bison. It is said to make Airbending
easier.
Lvl 3 +1
680 gp
Lvl 18 +4 85,000 gp
Lvl 8 +2
3,400 gp
Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp
Lvl 28 +6 2,125,000 gp
Implement (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d8 per plus
Power (Daily Elemental): Free action, Use
this power when you miss all of the targets of
an Airbender or Airbender Paragon Path attack
power, you may shift your speed.

Claw of the Badgermole

Level 4+
You use the tools of your earthbending ancestors, focusing your strength and agility to burrow into the ground and surprise your enemies.
Lvl 4 +1
840 gp
Lvl 19 +4 105,000 gp
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Implement (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d10 per plus
Power (Encounter): Move action. You may
burrow 2 + your Wisdom modifier. The square
you leave becomes difficult until the end of your
next turn. You do not provoke opportunity attacks with this movement.

Coin of Ba Sing Se

Level 20+
A large stone coin necklace purportedly pulled
from the great wall of Ba Sing Se.
Lvl 20 +4 125,800 gp
Lvl 25 +5 625,000 gp
Lvl 30 +6 3,125,000 gp
Implment (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 per plus.
Property: You gain a +2 bonus to shifting
ground and earthen shield attack rolls.
Power (Encounter Elemental): Minor action, Close burst 5, allies within the blast are
considered to be your watched ally. This lasts
for one round per plus.

97

Drums of Rolling Thunder

Level 3+
This battered drum thrums like thunder as you
focus your powers and call forth the storm.
Lvl 3 +1
680 gp
Lvl 18 +4 85,000 gp
Lvl 8 +2
3,400 gp
Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp
Lvl 28 +6 2,125,000 gp
Implement (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d8 per plus
Power (At-Will Thunder): Free action. Trigger: You make an attack using this ki focus.
The attack deals thunder damage instead of
any other damage type.

Elemental Technique Scroll

Level 1+
You study the imagines of bending techniques
in this scroll vigoursly, gaining a mastery of the
damage your chosen element can inflict.
Lvl 1 +1
360 gp
Lvl 16 +4 45,000 gp
Lvl 6 +2
1,800 gp
Lvl 21 +5 225,000 gp
Lvl 11 +3
9,000 gp
Lvl 26 +6 1,125,000 gp
Implement (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 per plus
Property: Choose one elemental at-will you
know. When you hit with that attack using this
ki focus, you gain a +2 bonus to damage. After
an extended rest, you may choose a new at-will
for this ki focus to benefit.

Fire Days Mask

Level 3+
These masks are worn during the Fire Days
celebrations, held within the Fire Nation. However, this particular mask holds great power.
Lvl 3 +1
680 gp
Lvl 18 +4 85,000 gp
Lvl 8 +2
3,400 gp
Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp
Lvl 28 +6 2,125,000 gp
Implement (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d10 per plus
Property: As a free action when you use a
firebender Path power, you may change it to
a Line power with an increased range of 2
squares.

98

Firebending Coal

Level 4+
As you hold this coal in your hands, you feel
the source of your power rise to the surface.
The coal burns red hot and your powers explode.
Lvl 4 +1
840 gp
Lvl 19 +4 105,000 gp
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Implement (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d10 per plus
Power (Encounter): Free action. Trigger: You
hit an enemy with a firebender or firebender
paragon path power. Deal your maximum
Source of Strength damage for that attack.

Gyatsos Prayer Bead

Level 20+
This bead once belonged to the great Monk
Gyatso. It still contains modicum of the great
power he once wielded.
Lvl 20 +4 125,800 gp
Lvl 25 +5 625,000 gp
Lvl 30 +6 3,125,000 gp
Implment (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d8 per plus.
Property: When your Evasive Currents Class
Feature would activate, you gain a +2 bonus to
Will as well.
Power (Daily Elemental): Free action, Use
this power when you would hit with an Airbender Close burst 1 attack. You gain a +1 bonus to
your speed for every two creatures hit by this
attack. This bonus lasts for one round per plus.

Jennomite Ring

Level 10+
This bright green is made from Jennomite, or
creeping crystal. Only your Earthbending prowess keeps it form encasing you.
Lvl 10 +4
5,000 gp
Lvl 25 +6 625,000 gp
Lvl 15 +5 25,000 gp
Lvl 30 +6 3,125,000 gp
Lvl 20 +6 125,000 gp
Implment (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 per plus or the target is immobilized (save ends).
Property: Unless you have the Earthbending
Class Feature, you are slowed. Each round you
must make saving throw or you are immobilized
(save ends), First Failed Saving Throw: The
target is stunned (save ends). While wearing
a Jennomite Ring, you gain a bonus to saving
throws against being immobilized equal to this
items enhancement bonus.
Power (Daily): Free action, use this power
when you hit with a melee weapon Earthbender
Attack power, the target is immobilized (save
ends).

Kuruks Wolf Helm

Level 9+
It looks exactly like the wolf skin helm the last
waterbender Avatar, Kuruk, wore. His life was
dedicated to defeating Koh, the Face Stealer.
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Lvl 19 +4 105,000 gp
Implement (Ki Focus)
Critical: +1d6 per plus.
Power (Encounter): Free action, when you
use a waterbender power. You may mark one
target until the end of your next turn.

Moon Crystal

Level 20+
This vial of water is said to briefly replicate the
effects of the Full Moon on Waterbenders.
Lvl 20 +4 125,800 gp
Lvl 25 +5 625,000 gp
Lvl 30 +6 3,125,000 gp
Implment (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 per plus.
Property: Any time you would push, pull or
slide a target with a Waterbender power, you
can choose to deal 1d6 damage to the target or
heal the target 1d6 hit points as a minor action.
Power (Daily Elemental): Standard action,
Close burst 5, you may slide any target in the
area up to one square per plus.
North Pole Waters
Level 3+
Knowing that a source of healing is safely at
your side grants you the courage to fight with a
clear head and makes your enemies wish they
had your advantage.
Lvl 3 +1
680 gp
Lvl 18 +4 85,000 gp
Lvl 8 +2
3,400 gp
Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp
Lvl 28 +6 2,125,000 gp
Implement (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 per plus
Property: When using your healing waters
class feature, you may add you Charisma or
Dexterity modifier as a bonus to the saving
throw you grant.

Rokus Pin

Level 9+
This wooden pin is said to have belonged to the
great Fire Nation Avatar Roku, it carries a spark
of his power.
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Lvl 19 +4 105,000 gp
Implement (Ki Focus)
Critical: +1d10 per plus or the target takes
ongoing 10 fire (save ends).
Property: Increase your Maximum Source of
Strength Damage by one per plus.
Power (Daily Fire): Standard action, Use
a Firebender At-Will attack power. If you hit,
targets take ongoing 10 Fire damage.

99

Sandbenders Wrappings

Level 10+
Typically worn by sandbenders to protect them
from the heat, this garb holds tremendous power.
Lvl 10 +4
5,000 gp
Lvl 25 +6 625,000 gp
Lvl 15 +5 25,000 gp
Lvl 30 +6 3,125,000 gp
Lvl 20 +6 125,000 gp
Implment (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d8 per plus.
Power (Daily): Free action, when you hit a
creature with an earthbender power. That creature is blinded (save ends).

Shard of Sozins Comet

Level 20+
They say its a piece of the actual comet, complete with its legendary Firebending boosting
abilities.
Lvl 20 +4 125,800 gp
Lvl 25 +5 625,000 gp
Lvl 30 +6 3,125,000 gp
Implment (Ki Focus)
Enhancement: Attack rolls and damage rolls.
Critical: +1d10 Fire per plus.
Property: Firebender and Firebender Paragon
Path powers deal 2 extra damage.
Power (Daily Elemental): Standard action,
maximize your Source of Strength Damage.

Veil of the Painted Lady

Level 9+
This veil imparts a bit of the essence of the
benevolent spirit the Painted Lady.
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Lvl 19 +4 105,000 gp
Implement (Ki Focus)
Critical: +1d6 per plus or one ally within 5 may
spend a healing surge.
Property: Waterbender and Waterbender
Paragon Path powers with the Healing keyword
restore additional 5 hit points.
Lvl 19: 10 extra hit points.
Lvl 29: 15 extra hit points.
Power (Daily Healing): Standard Action, this
power targets one ally who is suffering from a
disease. Remove the disease.

100

HAND

SLOT

Wrist Dart Launcher

ITEMS

Level 9+
This wrist mounted dart launcher is for moments when you need a quick attack, that is, a
quicker attack.
Lvl 9 +2
4,200 gp
Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp
Lvl 29 +6 2,625,000 gp
Lvl 19 +4 105,000 gp
Item Slot: Hand
Power (Encounter): Minor action, make a
ranged attack. Dexterity +4 vs. Reflex, on a hit
you deal 1d6 + Dexterity modifier damage.
Lvl 19: Dexterity +6 vs. Reflex, 2d6 + Dexterity
modifier.
Lvl 29: Dexterity +8 vs. Reflex, 3d6 + Dexterity
modifier.